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I believe the BeastBall tips is just a mistranslation. In the japanese version it actually says something like: "If you hit (someone) before it disappear, (it) will reappear around the target (referring to the person you hit). If you do a direct hit, after it reappears it will combo." And I wanna put emphasis on the last word "連続ヒット" of the tip. Although the direct translation is "multihit" or "hitting multiple times", in the context of the tip it probably means "combo". That's probably why in the english version it says that it will hit multiple times.
Ah, I totally didn't catch that last bit, but you're totally right, "連続ヒット" is how the game itself refers to "combos," so that's definitely what it means. Thank you! So it likely was just a mistranslation, neat
honestly i think the game's use of the term hitstun makes more sense. being stunned generally keeps you in place, while other terms relating to lag can have you still in motion, like lag frames on aerial moves.
@@wanderingmarshadow Hitstop is also sometimes called Hitfreeze, but this is still was Smash players call Hitlag. Hitstun refers to when you can't move right after being hit
@@wanderingmarshadow But Smash also says invincibility to refer to both invincibility and intangibility. And refers to all armor as super armor, while players refer to armor without a threshold as super armor and armor with a threshold as heavy armor, which is actually a very important distinction and many more casual players just say super armor no matter what
Grab parrying can be beneficial, because it puts you both back at a neutral situation (rather than being at a disadvantage), and a grab can beat spotdodge reads (if you're predictable with spotdodges one can easily adapt and punish you for it). Also for someone like Pac-Man you can't actually spot dodge or run away fast enough to escape in most situations, so it isn't entirely a bad idea to go for a grab parry.
Oh I get it, by "neutral" situation, you mean you and your opponent have the same faf after the grab parry, thus setting up a reaction/guessing situation...right lol? When I saw the words "neutral situation," I thought of stage control and how a grab parry where your opponent has 40% of the stage would still be disadvantageous for them...kinda. Unless they make a read on what you do out of the parry lol. Also, you can grab parry Pac's grab? I always thought it would be a bad idea cus of its range...gotta try that
Just as a note, crouch canceling is super useful against moves that paralyze It stops characters like Zero Suit and Kazuya from some of their conversions
There are some specific situations where I find myself almost getting comboed from a low knockback move into a grab (usually with tether grabs) and especially when I'm playing a large slow character like ganondorf, my only option to escape the incoming grab once I'm actionable is to mash my own grab button and barely squeeze out a parry. And in some match ups this can save your stock or a ton of percent... Looking at you, Young Link & Luigi. It's very situational but it is indeed useful and for some characters more than others.
I still feel like in any situation where a character can throw out their own grab, they can also spotdodge, which, combined with spotdodge canceling, means you can get a punish rather than resetting neutral. For example, for Ganondorf, the grab comes out on frame 8. But a spot dodge has invincibility starting frame 3, and most rolls are similarly low. With either of these options, you can either gain ground away from the opponent, or just straight up punish them, whereas with a "grab parry," especially with larger and slower characters as you mentioned, being put in a neutral position right next to the opponent can be really bad if your frame data is slower than theirs. I don't think it's *useless* per se, but in reading these comments I still have yet to see an example where it's actually the better option, imo
@@Casual_PKBeats But if spot-dodges and rolls stale, I think grab is the only consistent option. Unless the invincibility only stales at the end of the move, but I'm not sure.
The beast all changing position after a direct hit is referring to how there is no delay from when it hits the opponent to when it teleports while if you throw it away from the opponent, it travels a distance first. I think, that is
I think this explanation makes sense, though given that it's also the _only_ tip on the Beastball, it almost came off as describing how it worked in all cases. That paired with how... confusing the second half is, and I was thrown for a loop lmfao
I think it would be cool to go in-depth on Spirit Teams! There is a surprising amount of nuance there, like what determines team power, “same-series” boosts with primary spirits, whether effects stack or not with support spirits… They recently did one of their online tourneys where they actually allowed people to equip spirit teams, and it was chaos lmao
Ohh, I loved that tourney XD Definitely one of if not my favourite online tourney, personally! And I would love to see a Spirit Teams-themed video, too, personally, if you feel you'd ever like to make one, though it's totally okay if not, of course! ^^
A strange thing is if you have Echo Fighters stacked, go under Fighter Tips, and select Mii Fighters, the "Mii" announcer clip from Smash 4 is used. This is the only time that happens.
I believe the tip at 6:40 is talking about dodge staling - if you repeatedly roll/spotdodge it becomes slower and slower and you get less and less invincibility, and I think the last part means that back rolls get hit harder by this than forward rolls
Hitlag actually does decrease based on player count. The wiki goes over it in the hitlag article, but with 2 players (1v1) the Multiplier for hitlag is 1.0, and with 3 it's 0.925, down to 0.75 for 8 players
In addition to the tips section, there's also the "help" section in the side menu you access by pressing Z, which has some overlap with tips as well as its own unique stuff, but has some weird gaps, too. For example in the "techniques" subsection of "Help", it covers both SDI (aka Hitstun Shuffling) and DI (Launch Shuffling) while the techniques listed in the tips only cover hitstun shuffling. The help section's techniques also cover getup options out of missed tech, mashing out of stun, angling grounded attacks, stage spiking, fast falling and probably others. The help section's techniques also include video overviews on certain fighter mechanics, and those overviews have also been included for the DLC. Some of the footage for the DLC seems to be the same footage that was recorded for their respective "Mr Sakurai presents" videos. The "techniques" subsection in the tips covers attack trading, helpless falling, stale moves, spotdodge cancelling, and more that the "help" section does not. The help section also has a "move list" which only lists special moves, unlike the tips which list some normal attacks. The help section also generally has much briefer descriptions for special moves. The "mode guide" in the help section also has an "FAQ" section which I think is interesting. The mode guide even has a keyword search feature. Perhaps most importantly, the FAQ section CONFIRMS that better GSP=better player. Altogether I feel like the information in this game is fairly comprehensive for beginners. I'm pretty sure it has everything in IzawSmash's "Art of Smash: Part 1" in it and more. All these tips and fun facts are just split up and overall weirdly inconvenient to access. I have a lot of fun perusing through it all but I seriously cannot imagine people actually read these tips because they're so out of the way and vary wildly in their helpfulness.
My favorite tip is the bayo one where it mentions her forward throw is Akira move from virtua fighter she has a chance to say his line and make the sound effect from vf
Not really useful but can still be used intentionnaly. Crouch canceling can help Bowser since receiving less knockback means Bowser can potentially ignore a move with tough guy that otherwise would send him flying. However, there is still a very few occasion that is true and most likely useless. However, it could have been more useful if it worked while crawling since bowser can crawl...
9:05 I think what that means is that after using the beastball once, you can keep using it until it disappears, because most items are one use only. At least that's my interpretation. Another posibility is that the ambiguity of these tips could be attributed to mistranslations. Edit: Nevermind, you covered the translation thing right after lol
I think you misunderstood what dodge staling was referring to. The Smash Wiki has a full article on it explaining the multipliers, but it's essentially like stale moves but for rolls, spotdodges, and air dodges.
6:05 That isn't how the 1v1 multiplier works. It only affects damage TAKEN, not given. So if a move does 10% normally it will still do 10% for things like knockback, hitlag, and shieldstun, but you'll have 12% added on to your damage after you get hit by it.
11:37 in the original game, clyde's ai actually works the same way as blinky, unless clyde is in an 8 tile radius around pacman, which clyde then follows the "scatter" ai from the original game
Yeah Clyde and Inky's AI is not accurate to the arcade game, as people seem to think it is. Clyde will generally move away from the player like you said and flee to the bottom left if near Pac-Man. But Inky's movement is actually based on a combination of Pac-Man's location and Blinky's. I doubt they got that complicated in smash but it's still not 100% accurate like people claim.
Regarding the Beastball, the last sentence I believe it refers to "multiple" times as in you hitting the opponent counts as "first" hit, and the beastball appearing hitting it from another angle counting as the "second" hit, so seeing it like that, you could say it "hits multiple times".
I wonder if it's about multiple opponents, as in the ball won't stop until it hit its target so it can hit several opponents if somebody is in the way after it reappeared.
Also, the first part of the sentence is just saying the the ball instantly disappears and reappears to strike the same target if you land a direct hit, rather than taking a short moment to disappear, then another moment before it reappears to strike a random target
Makes sense that Shovel Knight only reflects projectiles when he's in the middle of digging, since that's basically exactly how it is in his home game On a semi-related note, I'm still so happy that he not only made an appearance in Smash Bros., but as an Assist Trophy Obviously being a fighter would've been better, but the fact he can show up in the middle of a match and kinda be like one at all is great too, and I'm hoping _if_ there's another Smash after Ultimate, either Plague Knight or Specter Knight could possibly get the Assist Trophy treatment too, or at the very least Mii costumes [if the Mii Fighters would still be around, anyway]
There was a decent use for crouch cancelling back in Smash 4 when you were at 0% vs a character who had a rage jank kill combo that did not start from a grab, such as Samus' dash attack into up b. If you just crouched, doing nothing else at all, they couldn't kill you because the rage jank combos rely on you travelling a very specific distance with the first hit. The worst case scenario would be that they knew what you were doing and did a different combo instead, but who cares? Then you're at 30% and in much less danger of dying than when you were at 0%. Unfortunately, Ultimate is not a port of Smash 4 so this doesn't matter anymore.
The Japanese tip for the Lightning item actually does separate the two possible effects, so it is a translation issue. Still, I can see how the translators might have misinterpreted it. It says, 自分が小さく、相手ファイターが大きくなってしまう。It's phrased as a list of possibilities (like, "You may become smaller; your opponent may become bigger"), but it doesn't really make that clear since there's no conjunction like それとも for "or", just a comma. The English version of the tip is a perfectly valid translation based on how it's worded, but it's not actually how the item works. The Beast Ball, on the other hand, does say the same thing about hitting consecutively after a direct hit in the Japanese version...I think. I'm wondering if the 連続 could be referring to how the ball connects a second time after you throw it at them initially, but it's hard to tell. Edit: after reading other comments, I'm pretty sure this second interpretation is correct (so, another translation issue). It basically says, "if you hit someone directly, it will make a 'connecting hit' once it reappears". I'm guessing the translators of these tips didn't have access to actual gameplay of the items in action, meaning they were missing the crucial context they needed to translate accurately. Context is everything in Japanese, and without it, the same sentence can be interpreted in multiple ways. Also, I checked the Japanese tip for Girahim, and it *does* unambiguously say that he specifically reflects projectiles from the front, so that one's on the devs, not the translators.
Only situation i can think of where grab parry is more beneficial is stamina mode, you are ganon, or someone extremely slow with no projectiles, opponent is Samus. Samus has 3%, you have more, but are still in throw kill percent range. samus is walling you out with projectiles so you have no great way of approaching and getting safe damage without risking losing. Samus slips up and grabs, you are within range so you grab to counter it and Samus takes the 3 percent and loses. Other than that, yeah no.
There's actually another tips section in the game. If you go to Help the Techniques, you have another list of tips, many of which you already went over, but there's some new ones, too. I don't know why there's 2 techniques sections, but I didn't make the game
2:35 I think this tip just stems from throw techs in more traditional fighters where grabs are not reactable for the most part. In those games the throw tech usually resets neutral which doesn’t put either character in advantage, but it’s a whole lot better than getting grabbed and being put into disadvantage.
Yeah, a handful of tips seem to thinking of Smash in a more typical fighting game sense. Though I would be some specific match ups could have the grab react be preferred. Like if the grabber is fast enough and could cover an arial or roll a slower reacting character could do. Or likewise, perhaps a fast fighter could do a grab cancel and rush down for a dash attack or use a fast projectile where as trying to avoid and go for an attack after reclosing in could result in getting beat out by a longer range or super armour attack
regarding the beatball tip, i think that "multiple hits" is referring to how if you hit someone with the first throw, the reappearing to hit them again will be "multiple hits" because now with 1 throw you have hit them twice with the ball.
The fake smash ball had to switch the lines rather than be rotated since when a smash ball/fake smash ball spawns with gravity, it'll rotate as it gets hit
I believe for the continuous dodging penalty is referring to consecutive dodges, not the different dodgers themselves. Basically saying that they can become stale like attacks can. The more you roll or dodge the less invulnerability an more end lag you’ll have.
The tip isn't for dodging multiple times... The tip specifically mentions that back dodging is laggier than forward dodging...in general. Dodging multiple times is addressed in a separate tip as well as in the many changes Sakurai discussed when the game was announced.
@@SonicmaniaVideos There is nothing in the tip that mentions backwards dodging. It specifically say that if you dodge too often you’ll be penalized with moving slower and having less invincibility. The part where it says dodging away isn’t referencing backwards rolls, but instead any form of dodge to get away from your opponent.
If you're still looking for things, King Dedede's inhale can Reflect Projectiles. However, if he inhales a Vertical Projectile like Megaman's Air Shooter (his Up Air) or Robin's Elwind, he'll spit it out going Horizontally.
@@velvetbutterfly Not many people know that Air Shooter is Megaman's Up air. Most Projectiles are special moves. That, and Megaman doesn't announce that he's using his up air every time he uses it.
@@waynemidnight7454 a lot of people do actually. His Reveal Trailer was one of the most viewed Smash trailers there was, also Palutena's Guidance was a popular easter egg at launch for both WiiU and Ultimate. Also MegaMan2 is considered one of the best games ever made so anything from it has clout by default. And a bit more niche, there is a song that got famous about Airman specifically which could lead to some people learning about his weapon. Oh, I forget if it was PKBeats or PJiggles but someone had a video/series where they went through and listed every non-special move that had a name listed in-game. And then you just have some people that went and read tips for various characters (or naturally uncovered them in loading screens) during the course of this series of interesting tips Is it a majority? I doubt it, but a lot of people do know
I sometimes go for a grab parry to cover command grabs if I have a ranged grab. For instance, an aggressive incineroar is charging at my Min Min and I don't know if they are going to dash-grab, dash attack, revenge, or alolan whip. If I input my grab early enough, it will linger in the space in front of me long enough to counter (or at least parry) any of these options. In the case of the alolan whip, it will parry, and since both of our grabs were executed from a distance, I still have the space that I want. Other options will also work--and might even be better--but everyone assumes that the grab parry was an accident, so it can work several times against the same opponent. In contrast, if I usually spot-dodge or roll my opponent is going to mix up their approach to punish my preferred defensive option. At the very least, it's a mix-up tool. But yes, it is very niche and rarely optimal. I'm not too competitive and I enjoy using obscure mechanics. That's why I'm here. (Nice work btw).
I believe making crouching canceling not work while crawling was a very smart gameplay decision. Certain crawls like snakes and zss’s can be really effective on some characters who struggle to hit low. Making that technique even more safe or even possibly making it so people get punished for hitting them would have been a very frustrating gameplay decision.
As an amiibo trainer, I'm aware of the whole journey thing, because it's something to avoid when training an FP. The best way to train FPs is to ditto them and teach them moves you want them to use, and avoid moves you don't want them to use. But you don't use amiibo, so no wonder you forgot the journey option existed.
I learnt that you can drop the Hammer when you're in the middle of being launched, which removes one of the hammer's easiest counters - unable to recover while swinging it.
I love ur vids. I watch them after college and they make my day after hard work bc after college I have to work as a programmer and then finally I get to go home and watch ur vids thx so much, for the awesome content! Also u could change jokers final smash to that beast ball regrab combo into knee!
I think the multi-hit beast ball thing refers to how if you throw a ball directly at someone, it'll hit them on the initial throw and then hit them again after it vanishes and reappears.
Regarding 5:46 (about hitlag and player count), first 1v1 multiplier has no affect on hitlag (as well as a plethora of things), second is that there is in fact less hitlag with more players but there are some nuances. First is that it is a fairly small decrease; the value at 3 players it is 0.925, 4 is 0.862, 5 is 0.8116, 6 is 0.77464, 7 is 0.752464, and 8 players is 0.75. Second issue is that they aren't straight multipliers; the formula takes what the frames *should've been* without the values and tosses it into a second-degree polynomial (ax^2 + bx +c). Because of this, there is literally no effect below 11 frames of hitlag and from 11-15 frames it is *at most* a 1 frame difference even at 8 players. As it approaches the 30 frame limit it will start to be a straight multiplication (30 -> 22(.5) with 8 players), but that requires something like a fully charged, fresh, DDD f-smash or a fresh Falcon f-air. All of the currently known info is on the wiki, but the exact formula hasn't been worked out yet. EDIT: Oh, and projectiles ignore it. So a max Charge Blast has the same hitlag in 1v1 as it does in 8 player. For added nonsense, using spirits also affects hitlag; this is also documented (in full this time) on the wiki.
2:26 I'd say for command grabs, I'd try doing them. For example, Bowser's Side B, it can be used in midair, comes out very fast, cannot be shielded and gives an easy 21% but if you grab and clank it won't happen
For the grab parry, I feel like the tip was more about saying how it can be helpful to avoid getting thrown when at kill percent and to be given a second chance, or how it can give a brief moment to regain your bearings if an opponent is basically all over you or has complete stage control (it’s basically similar to when two attacks collide and there being a chance the two characters are shortly stunned, whoever has a faster reaction time and/or faster option will most likely then start being the one all over their opponent) Also the beast ball when saying it hits “multiple times” it’s most likely talking about how if you land a direct hit it’ll immediately attack again and then hit a total of two times, so with it saying “multiple times” it’s most likely talking about how it could attack a total of two times And then with crouch canceling, it could probably be quite useful if you accidentally mess up your dodge, if you won’t have enough time to dodge again you could quickly hold down so that you can at least get some benefit out of it
I'm pretty sure the grab parry is supposed to be a possible technique similar to traditional fighters. To break throws in street fighter you have to throw at the same time as the opponent. They took that and put it into ultimate except it kinda sucks.
At 6:40 they're not talking about back rolls. The tip is simply explaining that dodges get worse the more you use them. Similar to stale move negation. This was a change from Smash 4 where rolling was like... heavily over-used
you don't like spirits? you're missing out on tons of useful things! did you know the mega Diancey has the actual highest team power? it raises after being selected. also, did you know that team power doesn't affect your character's attack and defense directly? there's other stats that do.
Specials are treated the same if they behave the same. However some that are different like Link's Spin Attack or Bayonetta's side special may have different numbers due to being different attacks. I'm not going to test it personally and grab exact numbers
2:32 if you wanna annoy the shit out of your opponent, instead of actually playing the game you can make both of you delay the match you're playing for fun and slightly deplete the mood of both of you, making him slowly tired for a tactical advantage
I think the first beastball tip about it changing positions and suddenly flying towards the target meant that if you hit someone it will immediately change warp and combo itself, since if you don’t hit an opponent it takes longer for the ball to warp since it has to travel its full distance
So in a regular fighting game, throw teching (what this game calls grab parry) is useful since block strings are longer and harder to escape frame traps are very scary so blocking and getting thrown is common, so if you sniff a throw a tech is your best option as it gets you back to neutral. Now holding up back to jump and block away is a nice way to get out of a strike/throw mix up in some games but it might be risky as your opponent can see it coming and get you on your pre jump frames. I think throw teching was added to the game just because kinda every other fighting game has it, it's suppose to be a reactive response to a throw that can get you back to neutral but in smash you have better options against a throw
I'm not sure if this is true, but I'm pretty sure summons (PokeBalls and Assist Trophies) get boosted by your spirit set. I've played without spirits against CPUs that have spirits equipped and they seem to do more damage than normal. I'm pretty sure they do take on your spirit power though.
11:10 Correction: In pac man, the ghosts do not all move the way described here. Specifically, inky targets an area dependent on pac man and blinky's locations, and clyde will attempt to go towards pac man exactly like blinky, but once close enough will lose interest and try to give up on the chase.
I was thinking grab parrying might be useful in a situation where players are on a moving platform heading towards a blast zone, and simultaneous death would be in your own interest. Think the Town & City platform heading off to the side, or 2 players standing on Steve's anvil attempting to grab each other. If your opponent is on their last stock, or at low % while your at high %, that's an advantage. Then I realized a similar, but more reliably punish would be to just let them grab you. They'll probably be stuck in place longer that way, and if you're lucky, might just throw you in a manner that you can survive.
(10:00) I'll assume that American and British English are nearly identical in the tips section (aside for things like release dates). Because in previous games, the two versions could have very different trophy descriptions.
I can think of one for the the grab parry mechanic. If you have a motion bomb or pitfall set, the knockback may hit them into it. This is only helpful if you are not competative.
You could use the grab parry for max level mind games, say your playing as Ridley and grab parry on purpose while your opponent in right next to the ledge, then they spot dodge thinking you will go for a second grab, but instead you go for the tail stab!
the grab parry reminds me of throw teching in traditional 2d fighters. in most fighting games, the standard way to avoid a throw and punish it afterward is to jump, since you can't throw aerial opponents. but this carries some risk, as jumping makes you vulnerable to strikes. in more traditional games like street fighter, you're unable to block while in the air, depriving you of the most reliable way to defend against strikes. there are other games that do allow you to block in the air, particularly anime games like guilty gear and dragon ball fighterz, but those still carry risk when trying to jump throws, since you cant air block during your prejump frames in these kinds of games (the thing smash players call "jumpsquat", because no single concept can share terminology between traditional fighters and smash even when nothing about said thing changes). this means jumping will still make you vulnerable to strikes briefly, and thus you're forced to guess between whether they'll throw you (and so you should jump) or hit you (and so you should stay grounded and block). this is the basis for what's called a strike-throw mixup. but there's another way to deal with strike-throw situations as the victim, and that's by going for a throw tech. this is essentially identical to what the tip calls a grab parry, a state where two players input a throw at the same time and bounce off each other harmlessly. throw techs are essentially the lower risk option compared to the higher risk and higher reward of jumping. if you attempt to throw your opponent as they go for a strike-throw mixup, then you'll either tech their throw, or if they go for a strike, you'll throw them instead. this is because throws are basically instant in most games, as i mentioned earlier, and thus will beat just about any other move when you're in throw range. you wont get as much reward for throwing them, since jumping over their throw would allow you to punish with a full combo and deal more damage than a throw would, but you'll at least either get a throw or escape the mixup unscathed rather than risk them getting a hit on you. with all this in mind, i can see the idea behind the grab parry in this game. if you predict a throw and try to spotdodge it, but your guess was wrong, you'll open yourself up to being punished during the recovery... err, endlag (smash terminology i swear) of the spotdodge. if you instead input your own grab, then the situation will be even if you guessed right, and will get you a grab of your own if you guessed wrong.
I actually feel like if you could crawl and get the crouch cancel, crawling would basically become the way you move as Lucario because his down a is a decent combo starter and this would make fishing for it less risky
The only semi useful form of grab parrying is when your opponent is next to the ledge and gets pushed offstage because of the grab parry. Can maybe set up for ledge traps but otherwise not much else.
I wonder if the beastball is about multiple opponents, as in the ball won't stop until it hit its target so it can hit several opponents if somebody is in the way after it reappeared. If you don't hit anyone before it disappears it doesn't have a target and therefore will stop after a single hit.
I think grab parrying could work well in at least 1 situation Facing Pac-Man, his grab is active enough to catch spot dodging so it could be your best option against it
crouch cancelling is pretty usefull for kirby, who can use crouching in neutral to pancake under some moves, so youll be crouching alot of the time anyway
Unfortunately you didn't mention a tip I completely didn't know about in Spirits: If you equip a spirit from the same series as your fighter, you'll get a small power boost! This works for primary and support spirits, although that might only apply if both are from the same series? I dunno the language is confusing.
Having more players actually does decrease hitlag overall. For example, with 8 players, all moves have a 0.75x hitlag multiplier. I assume this is just for less downtime, sorta like how Special Zooms from strong moves like Falcon Punch are shorter and don't zoom in during free for alls.
11:29 inky's movement is unpredictable, but not random. Inky's target is basically the opposite side of the character that blinky is on. You can find a better explanation in retro game mechanics video on how the ghost ai works in pac-man
Kirby actually hugely benefits from crouch cancelling. Kirby goes into crouch on frame one of with downtilt, and their crouch is incredibly low to the ground. Now, Kirby has a super safe poking tool that has lowers knockback when you get hit. It's a defensive options that also let's you attack.
@@umwha In Japan, Kirby's gender in unspecified. A lot of people think it would have been that way in the US as well, but in the US it was quite a risky move and could cause too much controversy to have a gender neutral character. Thus, it's fine to use either they/them or he/him pronouns for Kirby
@@Kenorbs plus in english there isn't truly an agreed upon neutral pronoun, especially not in the year Kirby debuted. Same thing with Samus, they use "He" because masculine terms are the default in neutral or mixed groups (for example if someone is in a group of several males and a few females they'd still say they're with the guys/boys) And then, because many other languages are translated from english localizations instead of the original Japanese, even languages that do have agreed upon neutral terms for singular people will still use masculine terms. (I couldn't find a natural play to slip it in but they/them used to be for groups, I believe it comes from how "thou" was singular and "you" was plural when directed at someone, so "they" would be plural when you're referring to someone outside of the context, but don't quote me on that)
@@Kenorbs I see. I would say the reason kirby was gendered is because there is no singular gender neutral pronoun in english. I dislike the attempt to make they singular. I think kirby should technically be 'it'. Alternatley, we can refer to Kirby without pronouns: Kirby floats, Kirby inhales. Rather than He floats, he inhales.
@@umwha I mean singular they has existed for quite a while (this is a good video on it: ua-cam.com/video/f21t7DRKlg8/v-deo.html). I mean, there really isn't any issue with singular they; grammatically it works fine and doesn't compromise how the sentence is understood. Using it for Kirby should works fine too, but I prefer they because it refers to Kirby as a sentient being. Either one works, though. And yes, I do try to not use any pronouns for Kirby as much as possible. It just gets clunky sometimes, I don't want to be repeating "Kirby" left and right.
When I uploaded a song a few weeks ago that I poured all my little heart into I ended up losing 200 subscribers for it and it made me very sad so please subscribe immediately to remedy this thank you
I'm already subscribed though..
:o
That’s awful! People suck. Good on you for still chugging along, good luck in your future endeavors!
That's terrible!
Awww D: don't let it discourage you.
I’M GONNA THROW SOME FISTS TILL PEOPLE SUB
I believe the BeastBall tips is just a mistranslation.
In the japanese version it actually says something like:
"If you hit (someone) before it disappear, (it) will reappear around the target (referring to the person you hit). If you do a direct hit, after it reappears it will combo."
And I wanna put emphasis on the last word "連続ヒット" of the tip. Although the direct translation is "multihit" or "hitting multiple times", in the context of the tip it probably means "combo". That's probably why in the english version it says that it will hit multiple times.
Ah, I totally didn't catch that last bit, but you're totally right, "連続ヒット" is how the game itself refers to "combos," so that's definitely what it means. Thank you! So it likely was just a mistranslation, neat
honestly i think the game's use of the term hitstun makes more sense. being stunned generally keeps you in place, while other terms relating to lag can have you still in motion, like lag frames on aerial moves.
Hit lag can also be referred to as freeze frames.
Other fighting games use the term hitstop for hitlag and hitstun for hitstun
@@wanderingmarshadow Hitstop is also sometimes called Hitfreeze, but this is still was Smash players call Hitlag. Hitstun refers to when you can't move right after being hit
@@wanderingmarshadow you mixed it up, smash players call hitstop “hitlag” and hitstun “hitstun”, Nintendo calls both “hitstun”
@@wanderingmarshadow But Smash also says invincibility to refer to both invincibility and intangibility. And refers to all armor as super armor, while players refer to armor without a threshold as super armor and armor with a threshold as heavy armor, which is actually a very important distinction and many more casual players just say super armor no matter what
Grab parrying can be beneficial, because it puts you both back at a neutral situation (rather than being at a disadvantage), and a grab can beat spotdodge reads (if you're predictable with spotdodges one can easily adapt and punish you for it). Also for someone like Pac-Man you can't actually spot dodge or run away fast enough to escape in most situations, so it isn't entirely a bad idea to go for a grab parry.
Oh I get it, by "neutral" situation, you mean you and your opponent have the same faf after the grab parry, thus setting up a reaction/guessing situation...right lol? When I saw the words "neutral situation," I thought of stage control and how a grab parry where your opponent has 40% of the stage would still be disadvantageous for them...kinda. Unless they make a read on what you do out of the parry lol. Also, you can grab parry Pac's grab? I always thought it would be a bad idea cus of its range...gotta try that
I think grab parrying works against Luigi min min and samus to work around their stupid grab range
Also side-b spamming incineroars
Haha plays melee, port priority… 🥲
This man has never heard of teching the the throw.
Just as a note, crouch canceling is super useful against moves that paralyze
It stops characters like Zero Suit and Kazuya from some of their conversions
also, Kirby can use that so sometimes dodge attacks lel
That’s not crouch cancelling
That’s called pancaking and basically refers to when characters just stop having bones for a bit
@@jmurray1110No, is crouch cancelling
Since you receive less knockback the paralysis effect is lower
@@Mattroid99 I meant for Kirby
The guy above says Kirby crouch cancels as a means of dodging where as flatting hitboxes like that is pancaking
@@jmurray1110 Ohh I see
Yeah, you are ocmpletely correct in that case, I didn't see the direct mention and thought you answered the original comment
There are some specific situations where I find myself almost getting comboed from a low knockback move into a grab (usually with tether grabs) and especially when I'm playing a large slow character like ganondorf, my only option to escape the incoming grab once I'm actionable is to mash my own grab button and barely squeeze out a parry. And in some match ups this can save your stock or a ton of percent... Looking at you, Young Link & Luigi. It's very situational but it is indeed useful and for some characters more than others.
I still feel like in any situation where a character can throw out their own grab, they can also spotdodge, which, combined with spotdodge canceling, means you can get a punish rather than resetting neutral. For example, for Ganondorf, the grab comes out on frame 8. But a spot dodge has invincibility starting frame 3, and most rolls are similarly low. With either of these options, you can either gain ground away from the opponent, or just straight up punish them, whereas with a "grab parry," especially with larger and slower characters as you mentioned, being put in a neutral position right next to the opponent can be really bad if your frame data is slower than theirs. I don't think it's *useless* per se, but in reading these comments I still have yet to see an example where it's actually the better option, imo
@@Casual_PKBeats But if spot-dodges and rolls stale, I think grab is the only consistent option. Unless the invincibility only stales at the end of the move, but I'm not sure.
@@Casual_PKBeats Unless you're playing Bayo or Mythra
The beast all changing position after a direct hit is referring to how there is no delay from when it hits the opponent to when it teleports while if you throw it away from the opponent, it travels a distance first.
I think, that is
That makes good sense
I think this explanation makes sense, though given that it's also the _only_ tip on the Beastball, it almost came off as describing how it worked in all cases. That paired with how... confusing the second half is, and I was thrown for a loop lmfao
And the hitting multiple times thing probably refers to how that instant teleportation means it will (almost) always hit twice total
crouch cancelling is actually a great help for dedede, since optimal dedede play means crouching as often as possible
I think it would be cool to go in-depth on Spirit Teams! There is a surprising amount of nuance there, like what determines team power, “same-series” boosts with primary spirits, whether effects stack or not with support spirits…
They recently did one of their online tourneys where they actually allowed people to equip spirit teams, and it was chaos lmao
Ohh, I loved that tourney XD Definitely one of if not my favourite online tourney, personally!
And I would love to see a Spirit Teams-themed video, too, personally, if you feel you'd ever like to make one, though it's totally okay if not, of course! ^^
A strange thing is if you have Echo Fighters stacked, go under Fighter Tips, and select Mii Fighters, the "Mii" announcer clip from Smash 4 is used. This is the only time that happens.
I believe the tip at 6:40 is talking about dodge staling - if you repeatedly roll/spotdodge it becomes slower and slower and you get less and less invincibility, and I think the last part means that back rolls get hit harder by this than forward rolls
Hitlag actually does decrease based on player count. The wiki goes over it in the hitlag article, but with 2 players (1v1) the Multiplier for hitlag is 1.0, and with 3 it's 0.925, down to 0.75 for 8 players
2:35 Since characters like kazuya, bowser and Ganondorf has a command grab you can parry that by using a grab.
In addition to the tips section, there's also the "help" section in the side menu you access by pressing Z, which has some overlap with tips as well as its own unique stuff, but has some weird gaps, too.
For example in the "techniques" subsection of "Help", it covers both SDI (aka Hitstun Shuffling) and DI (Launch Shuffling) while the techniques listed in the tips only cover hitstun shuffling. The help section's techniques also cover getup options out of missed tech, mashing out of stun, angling grounded attacks, stage spiking, fast falling and probably others. The help section's techniques also include video overviews on certain fighter mechanics, and those overviews have also been included for the DLC. Some of the footage for the DLC seems to be the same footage that was recorded for their respective "Mr Sakurai presents" videos.
The "techniques" subsection in the tips covers attack trading, helpless falling, stale moves, spotdodge cancelling, and more that the "help" section does not.
The help section also has a "move list" which only lists special moves, unlike the tips which list some normal attacks. The help section also generally has much briefer descriptions for special moves. The "mode guide" in the help section also has an "FAQ" section which I think is interesting. The mode guide even has a keyword search feature. Perhaps most importantly, the FAQ section CONFIRMS that better GSP=better player.
Altogether I feel like the information in this game is fairly comprehensive for beginners. I'm pretty sure it has everything in IzawSmash's "Art of Smash: Part 1" in it and more. All these tips and fun facts are just split up and overall weirdly inconvenient to access. I have a lot of fun perusing through it all but I seriously cannot imagine people actually read these tips because they're so out of the way and vary wildly in their helpfulness.
I love how you decided to show Clyde like that
My favorite tip is the bayo one where it mentions her forward throw is Akira move from virtua fighter she has a chance to say his line and make the sound effect from vf
My favorite tip in Smash Ultimate is the one on Marth's sword.
Why?
I admit the joke took a second but still, the tip isn't reliable enough for me
@@velvetbutterfly Good one
Not really useful but can still be used intentionnaly. Crouch canceling can help Bowser since receiving less knockback means Bowser can potentially ignore a move with tough guy that otherwise would send him flying. However, there is still a very few occasion that is true and most likely useless. However, it could have been more useful if it worked while crawling since bowser can crawl...
9:05 I think what that means is that after using the beastball once, you can keep using it until it disappears, because most items are one use only. At least that's my interpretation.
Another posibility is that the ambiguity of these tips could be attributed to mistranslations.
Edit: Nevermind, you covered the translation thing right after lol
Um... PK, there's an easier way to say "29 one hundredths" it's 29%
I think you misunderstood what dodge staling was referring to. The Smash Wiki has a full article on it explaining the multipliers, but it's essentially like stale moves but for rolls, spotdodges, and air dodges.
6:05 That isn't how the 1v1 multiplier works. It only affects damage TAKEN, not given. So if a move does 10% normally it will still do 10% for things like knockback, hitlag, and shieldstun, but you'll have 12% added on to your damage after you get hit by it.
Nice vid bro!
11:37
in the original game, clyde's ai actually works the same way as blinky, unless clyde is in an 8 tile radius around pacman, which clyde then follows the "scatter" ai from the original game
Yeah Clyde and Inky's AI is not accurate to the arcade game, as people seem to think it is. Clyde will generally move away from the player like you said and flee to the bottom left if near Pac-Man. But Inky's movement is actually based on a combination of Pac-Man's location and Blinky's. I doubt they got that complicated in smash but it's still not 100% accurate like people claim.
Regarding the Beastball, the last sentence I believe it refers to "multiple" times as in you hitting the opponent counts as "first" hit, and the beastball appearing hitting it from another angle counting as the "second" hit, so seeing it like that, you could say it "hits multiple times".
I wonder if it's about multiple opponents, as in the ball won't stop until it hit its target so it can hit several opponents if somebody is in the way after it reappeared.
Also, the first part of the sentence is just saying the the ball instantly disappears and reappears to strike the same target if you land a direct hit, rather than taking a short moment to disappear, then another moment before it reappears to strike a random target
Makes sense that Shovel Knight only reflects projectiles when he's in the middle of digging, since that's basically exactly how it is in his home game
On a semi-related note, I'm still so happy that he not only made an appearance in Smash Bros., but as an Assist Trophy
Obviously being a fighter would've been better, but the fact he can show up in the middle of a match and kinda be like one at all is great too, and I'm hoping _if_ there's another Smash after Ultimate, either Plague Knight or Specter Knight could possibly get the Assist Trophy treatment too, or at the very least Mii costumes [if the Mii Fighters would still be around, anyway]
There was a decent use for crouch cancelling back in Smash 4 when you were at 0% vs a character who had a rage jank kill combo that did not start from a grab, such as Samus' dash attack into up b. If you just crouched, doing nothing else at all, they couldn't kill you because the rage jank combos rely on you travelling a very specific distance with the first hit. The worst case scenario would be that they knew what you were doing and did a different combo instead, but who cares? Then you're at 30% and in much less danger of dying than when you were at 0%.
Unfortunately, Ultimate is not a port of Smash 4 so this doesn't matter anymore.
Oof, that gave me memories. "Ultimate is just a port" kinda shit lol
The Japanese tip for the Lightning item actually does separate the two possible effects, so it is a translation issue. Still, I can see how the translators might have misinterpreted it. It says, 自分が小さく、相手ファイターが大きくなってしまう。It's phrased as a list of possibilities (like, "You may become smaller; your opponent may become bigger"), but it doesn't really make that clear since there's no conjunction like それとも for "or", just a comma. The English version of the tip is a perfectly valid translation based on how it's worded, but it's not actually how the item works.
The Beast Ball, on the other hand, does say the same thing about hitting consecutively after a direct hit in the Japanese version...I think. I'm wondering if the 連続 could be referring to how the ball connects a second time after you throw it at them initially, but it's hard to tell. Edit: after reading other comments, I'm pretty sure this second interpretation is correct (so, another translation issue). It basically says, "if you hit someone directly, it will make a 'connecting hit' once it reappears".
I'm guessing the translators of these tips didn't have access to actual gameplay of the items in action, meaning they were missing the crucial context they needed to translate accurately. Context is everything in Japanese, and without it, the same sentence can be interpreted in multiple ways.
Also, I checked the Japanese tip for Girahim, and it *does* unambiguously say that he specifically reflects projectiles from the front, so that one's on the devs, not the translators.
Only situation i can think of where grab parry is more beneficial is stamina mode, you are ganon, or someone extremely slow with no projectiles, opponent is Samus. Samus has 3%, you have more, but are still in throw kill percent range. samus is walling you out with projectiles so you have no great way of approaching and getting safe damage without risking losing. Samus slips up and grabs, you are within range so you grab to counter it and Samus takes the 3 percent and loses. Other than that, yeah no.
I thought grab parries only dealt 1%.
There's actually another tips section in the game. If you go to Help the Techniques, you have another list of tips, many of which you already went over, but there's some new ones, too. I don't know why there's 2 techniques sections, but I didn't make the game
2:35 I think this tip just stems from throw techs in more traditional fighters where grabs are not reactable for the most part. In those games the throw tech usually resets neutral which doesn’t put either character in advantage, but it’s a whole lot better than getting grabbed and being put into disadvantage.
Yeah, a handful of tips seem to thinking of Smash in a more typical fighting game sense. Though I would be some specific match ups could have the grab react be preferred. Like if the grabber is fast enough and could cover an arial or roll a slower reacting character could do.
Or likewise, perhaps a fast fighter could do a grab cancel and rush down for a dash attack or use a fast projectile where as trying to avoid and go for an attack after reclosing in could result in getting beat out by a longer range or super armour attack
For the grab parry one, I'm pretty sure that they were referring to how in early patches, different characters had different clash end lags
regarding the beatball tip, i think that "multiple hits" is referring to how if you hit someone with the first throw, the reappearing to hit them again will be "multiple hits" because now with 1 throw you have hit them twice with the ball.
This tips series is really interesting!
Your voice is much clearer and cheerful in this video, and I dig that. Thanks for your content. I'm a fan! 🔥
9:40 I can see here that if you hit someone with the ball before it disappears, it will disappear and hit again. I think that's what it refers to.
The fake smash ball had to switch the lines rather than be rotated since when a smash ball/fake smash ball spawns with gravity, it'll rotate as it gets hit
I believe for the continuous dodging penalty is referring to consecutive dodges, not the different dodgers themselves. Basically saying that they can become stale like attacks can. The more you roll or dodge the less invulnerability an more end lag you’ll have.
The tip isn't for dodging multiple times...
The tip specifically mentions that back dodging is laggier than forward dodging...in general. Dodging multiple times is addressed in a separate tip as well as in the many changes Sakurai discussed when the game was announced.
@@SonicmaniaVideos There is nothing in the tip that mentions backwards dodging. It specifically say that if you dodge too often you’ll be penalized with moving slower and having less invincibility. The part where it says dodging away isn’t referencing backwards rolls, but instead any form of dodge to get away from your opponent.
If you're still looking for things, King Dedede's inhale can Reflect Projectiles. However, if he inhales a Vertical Projectile like Megaman's Air Shooter (his Up Air) or Robin's Elwind, he'll spit it out going Horizontally.
I like how you specified Elwind but now Air Shooter
@@velvetbutterfly Not many people know that Air Shooter is Megaman's Up air. Most Projectiles are special moves. That, and Megaman doesn't announce that he's using his up air every time he uses it.
@@waynemidnight7454 a lot of people do actually. His Reveal Trailer was one of the most viewed Smash trailers there was, also Palutena's Guidance was a popular easter egg at launch for both WiiU and Ultimate. Also MegaMan2 is considered one of the best games ever made so anything from it has clout by default.
And a bit more niche, there is a song that got famous about Airman specifically which could lead to some people learning about his weapon.
Oh, I forget if it was PKBeats or PJiggles but someone had a video/series where they went through and listed every non-special move that had a name listed in-game.
And then you just have some people that went and read tips for various characters (or naturally uncovered them in loading screens) during the course of this series of interesting tips
Is it a majority? I doubt it, but a lot of people do know
I sometimes go for a grab parry to cover command grabs if I have a ranged grab. For instance, an aggressive incineroar is charging at my Min Min and I don't know if they are going to dash-grab, dash attack, revenge, or alolan whip. If I input my grab early enough, it will linger in the space in front of me long enough to counter (or at least parry) any of these options. In the case of the alolan whip, it will parry, and since both of our grabs were executed from a distance, I still have the space that I want.
Other options will also work--and might even be better--but everyone assumes that the grab parry was an accident, so it can work several times against the same opponent. In contrast, if I usually spot-dodge or roll my opponent is going to mix up their approach to punish my preferred defensive option. At the very least, it's a mix-up tool. But yes, it is very niche and rarely optimal. I'm not too competitive and I enjoy using obscure mechanics. That's why I'm here. (Nice work btw).
I believe making crouching canceling not work while crawling was a very smart gameplay decision. Certain crawls like snakes and zss’s can be really effective on some characters who struggle to hit low. Making that technique even more safe or even possibly making it so people get punished for hitting them would have been a very frustrating gameplay decision.
As an amiibo trainer, I'm aware of the whole journey thing, because it's something to avoid when training an FP. The best way to train FPs is to ditto them and teach them moves you want them to use, and avoid moves you don't want them to use.
But you don't use amiibo, so no wonder you forgot the journey option existed.
I learnt that you can drop the Hammer when you're in the middle of being launched, which removes one of the hammer's easiest counters - unable to recover while swinging it.
I love ur vids. I watch them after college and they make my day after hard work bc after college I have to work as a programmer and then finally I get to go home and watch ur vids thx so much, for the awesome content! Also u could change jokers final smash to that beast ball regrab combo into knee!
I think the multi-hit beast ball thing refers to how if you throw a ball directly at someone, it'll hit them on the initial throw and then hit them again after it vanishes and reappears.
Regarding 5:46 (about hitlag and player count), first 1v1 multiplier has no affect on hitlag (as well as a plethora of things), second is that there is in fact less hitlag with more players but there are some nuances. First is that it is a fairly small decrease; the value at 3 players it is 0.925, 4 is 0.862, 5 is 0.8116, 6 is 0.77464, 7 is 0.752464, and 8 players is 0.75. Second issue is that they aren't straight multipliers; the formula takes what the frames *should've been* without the values and tosses it into a second-degree polynomial (ax^2 + bx +c). Because of this, there is literally no effect below 11 frames of hitlag and from 11-15 frames it is *at most* a 1 frame difference even at 8 players. As it approaches the 30 frame limit it will start to be a straight multiplication (30 -> 22(.5) with 8 players), but that requires something like a fully charged, fresh, DDD f-smash or a fresh Falcon f-air. All of the currently known info is on the wiki, but the exact formula hasn't been worked out yet.
EDIT: Oh, and projectiles ignore it. So a max Charge Blast has the same hitlag in 1v1 as it does in 8 player. For added nonsense, using spirits also affects hitlag; this is also documented (in full this time) on the wiki.
2:26 I'd say for command grabs, I'd try doing them. For example, Bowser's Side B, it can be used in midair, comes out very fast, cannot be shielded and gives an easy 21% but if you grab and clank it won't happen
10:26 it probably meant any projectiles he's faced with
For the grab parry, I feel like the tip was more about saying how it can be helpful to avoid getting thrown when at kill percent and to be given a second chance, or how it can give a brief moment to regain your bearings if an opponent is basically all over you or has complete stage control (it’s basically similar to when two attacks collide and there being a chance the two characters are shortly stunned, whoever has a faster reaction time and/or faster option will most likely then start being the one all over their opponent)
Also the beast ball when saying it hits “multiple times” it’s most likely talking about how if you land a direct hit it’ll immediately attack again and then hit a total of two times, so with it saying “multiple times” it’s most likely talking about how it could attack a total of two times
And then with crouch canceling, it could probably be quite useful if you accidentally mess up your dodge, if you won’t have enough time to dodge again you could quickly hold down so that you can at least get some benefit out of it
I'm pretty sure the grab parry is supposed to be a possible technique similar to traditional fighters. To break throws in street fighter you have to throw at the same time as the opponent. They took that and put it into ultimate except it kinda sucks.
i really am shocked at the amount of people who don't like spirts, jeez.
At 6:40 they're not talking about back rolls. The tip is simply explaining that dodges get worse the more you use them. Similar to stale move negation. This was a change from Smash 4 where rolling was like... heavily over-used
you don't like spirits? you're missing out on tons of useful things!
did you know the mega Diancey has the actual highest team power? it raises after being selected.
also, did you know that team power doesn't affect your character's attack and defense directly? there's other stats that do.
The beast ball tip might mean if you hit them that's one hit, then it will hit them again after it reappears
I think by "projectiles he's facing" they mean projectiles from opponents
Would aerial splattershot give less shield stun than grounded splattershot?
I believe splattershot would be considered an "indirect attack," as it's a projectile, so its shield stun number would be the same either way
Specials are treated the same if they behave the same. However some that are different like Link's Spin Attack or Bayonetta's side special may have different numbers due to being different attacks.
I'm not going to test it personally and grab exact numbers
2:32 if you wanna annoy the shit out of your opponent, instead of actually playing the game you can make both of you delay the match you're playing for fun and slightly deplete the mood of both of you, making him slowly tired for a tactical advantage
I think the first beastball tip about it changing positions and suddenly flying towards the target meant that if you hit someone it will immediately change warp and combo itself, since if you don’t hit an opponent it takes longer for the ball to warp since it has to travel its full distance
The beastball can hit multiple times after it falls after hitting someone, like the soccer ball. That's how I understand it
the grab parry's helpful if you're in stamina mode and the other person has 1.2 hp or less
So in a regular fighting game, throw teching (what this game calls grab parry) is useful since block strings are longer and harder to escape frame traps are very scary so blocking and getting thrown is common, so if you sniff a throw a tech is your best option as it gets you back to neutral.
Now holding up back to jump and block away is a nice way to get out of a strike/throw mix up in some games but it might be risky as your opponent can see it coming and get you on your pre jump frames.
I think throw teching was added to the game just because kinda every other fighting game has it, it's suppose to be a reactive response to a throw that can get you back to neutral but in smash you have better options against a throw
It might also have been added because port priority dictating who gets grabbed in that situation was dumb.
I'm not sure if this is true, but I'm pretty sure summons (PokeBalls and Assist Trophies) get boosted by your spirit set. I've played without spirits against CPUs that have spirits equipped and they seem to do more damage than normal. I'm pretty sure they do take on your spirit power though.
11:10
Correction:
In pac man, the ghosts do not all move the way described here.
Specifically, inky targets an area dependent on pac man and blinky's locations, and clyde will attempt to go towards pac man exactly like blinky, but once close enough will lose interest and try to give up on the chase.
The tip at 7:00 is meant to your dodges can stale. If you dodge too much, the dodges will start to last longer and will be less invincible.
So you're saying I can block low?
EDIT: teching throws too? Who said smash isn't a traditional fighting game?
You should do a video on stage background secrets
The beast ball one refers to if you hit your opponent before it disappears, it’ll reappear faster, aka suddenly.
My favourite tip is the one saying Marth’s Dancing Blade upwards fourth hit is “excellent at netting KOs” yet it doesn’t kill even at like 300%…
I was thinking grab parrying might be useful in a situation where players are on a moving platform heading towards a blast zone, and simultaneous death would be in your own interest.
Think the Town & City platform heading off to the side, or 2 players standing on Steve's anvil attempting to grab each other. If your opponent is on their last stock, or at low % while your at high %, that's an advantage.
Then I realized a similar, but more reliably punish would be to just let them grab you. They'll probably be stuck in place longer that way, and if you're lucky, might just throw you in a manner that you can survive.
At 9:00 I think it means that it teleports faster if it hits an opponent rather than when you throw it without hitting said opponent
(10:00) I'll assume that American and British English are nearly identical in the tips section (aside for things like release dates). Because in previous games, the two versions could have very different trophy descriptions.
I can think of one for the the grab parry mechanic. If you have a motion bomb or pitfall set, the knockback may hit them into it. This is only helpful if you are not competative.
"Crouching reduces knockback"
"ok"
*scuttles away as luigi at 90%*
You could use the grab parry for max level mind games, say your playing as Ridley and grab parry on purpose while your opponent in right next to the ledge, then they spot dodge thinking you will go for a second grab, but instead you go for the tail stab!
9:22 Can we please talk about that combo.
the grab parry reminds me of throw teching in traditional 2d fighters. in most fighting games, the standard way to avoid a throw and punish it afterward is to jump, since you can't throw aerial opponents. but this carries some risk, as jumping makes you vulnerable to strikes. in more traditional games like street fighter, you're unable to block while in the air, depriving you of the most reliable way to defend against strikes. there are other games that do allow you to block in the air, particularly anime games like guilty gear and dragon ball fighterz, but those still carry risk when trying to jump throws, since you cant air block during your prejump frames in these kinds of games (the thing smash players call "jumpsquat", because no single concept can share terminology between traditional fighters and smash even when nothing about said thing changes). this means jumping will still make you vulnerable to strikes briefly, and thus you're forced to guess between whether they'll throw you (and so you should jump) or hit you (and so you should stay grounded and block). this is the basis for what's called a strike-throw mixup.
but there's another way to deal with strike-throw situations as the victim, and that's by going for a throw tech. this is essentially identical to what the tip calls a grab parry, a state where two players input a throw at the same time and bounce off each other harmlessly. throw techs are essentially the lower risk option compared to the higher risk and higher reward of jumping. if you attempt to throw your opponent as they go for a strike-throw mixup, then you'll either tech their throw, or if they go for a strike, you'll throw them instead. this is because throws are basically instant in most games, as i mentioned earlier, and thus will beat just about any other move when you're in throw range. you wont get as much reward for throwing them, since jumping over their throw would allow you to punish with a full combo and deal more damage than a throw would, but you'll at least either get a throw or escape the mixup unscathed rather than risk them getting a hit on you.
with all this in mind, i can see the idea behind the grab parry in this game. if you predict a throw and try to spotdodge it, but your guess was wrong, you'll open yourself up to being punished during the recovery... err, endlag (smash terminology i swear) of the spotdodge. if you instead input your own grab, then the situation will be even if you guessed right, and will get you a grab of your own if you guessed wrong.
I actually feel like if you could crawl and get the crouch cancel, crawling would basically become the way you move as Lucario because his down a is a decent combo starter and this would make fishing for it less risky
Is nobody gonna mention that beastball combo?
Definition of HYPE
I'm surprised you didn't talk about how you can manipulate the speed of the warp star item, that blew my mind when I found out
9:22 Okay but like why is no one talking about this combo?? That was SICK!
that combo at 9:22 was saucy lol
I knew of the crouching thing since Melee when watching videos trying to learn about the competitive scene
Imagine playing ocarina of time and pause the game and watch a PKBeats video (which has a 0.0.1 chance of showing up)
5:42 29 100ths? There's a symbol for that lol. 29%
There using fraction form :v
@@Plugytheplug I know. That's why I made the comment.
Shououts to the Paper Mario music! I'm playing through it now so it was a cool surprise
It’s grab tech. It’s a basic mechanic in regular fighting games such as Street Fighter. It’s to avoid getting grabbed into a combo
The only semi useful form of grab parrying is when your opponent is next to the ledge and gets pushed offstage because of the grab parry. Can maybe set up for ledge traps but otherwise not much else.
for the beastball tip my only guess is that it's saying you can throw it more than once, and that it's not a 1 use item
I wonder if the beastball is about multiple opponents, as in the ball won't stop until it hit its target so it can hit several opponents if somebody is in the way after it reappeared. If you don't hit anyone before it disappears it doesn't have a target and therefore will stop after a single hit.
I think grab parrying could work well in at least 1 situation
Facing Pac-Man, his grab is active enough to catch spot dodging so it could be your best option against it
If you don't auto cancel an aerial or if you fall from a great height, I'm pretty sure the game lets you crouch quicker than shield.
Ah, yes, I see that you like Team Fortress 2. That means you, sir, are a man of culture. You have gained my full trust.
crouch cancelling is pretty usefull for kirby, who can use crouching in neutral to pancake under some moves, so youll be crouching alot of the time anyway
Unfortunately you didn't mention a tip I completely didn't know about in Spirits: If you equip a spirit from the same series as your fighter, you'll get a small power boost! This works for primary and support spirits, although that might only apply if both are from the same series? I dunno the language is confusing.
😌 my UA-cam comfort food
Having more players actually does decrease hitlag overall. For example, with 8 players, all moves have a 0.75x hitlag multiplier. I assume this is just for less downtime, sorta like how Special Zooms from strong moves like Falcon Punch are shorter and don't zoom in during free for alls.
11:29 inky's movement is unpredictable, but not random. Inky's target is basically the opposite side of the character that blinky is on. You can find a better explanation in retro game mechanics video on how the ghost ai works in pac-man
Clyde in original Pac-Man actually had a really wonky AI that was based off Pac-Man’s position AND blinky’s position
Kirby actually hugely benefits from crouch cancelling. Kirby goes into crouch on frame one of with downtilt, and their crouch is incredibly low to the ground. Now, Kirby has a super safe poking tool that has lowers knockback when you get hit. It's a defensive options that also let's you attack.
Referring to Kirby as they is strange to me. Kirby is he
@@umwha In Japan, Kirby's gender in unspecified. A lot of people think it would have been that way in the US as well, but in the US it was quite a risky move and could cause too much controversy to have a gender neutral character. Thus, it's fine to use either they/them or he/him pronouns for Kirby
@@Kenorbs plus in english there isn't truly an agreed upon neutral pronoun, especially not in the year Kirby debuted.
Same thing with Samus, they use "He" because masculine terms are the default in neutral or mixed groups (for example if someone is in a group of several males and a few females they'd still say they're with the guys/boys)
And then, because many other languages are translated from english localizations instead of the original Japanese, even languages that do have agreed upon neutral terms for singular people will still use masculine terms.
(I couldn't find a natural play to slip it in but they/them used to be for groups, I believe it comes from how "thou" was singular and "you" was plural when directed at someone, so "they" would be plural when you're referring to someone outside of the context, but don't quote me on that)
@@Kenorbs I see. I would say the reason kirby was gendered is because there is no singular gender neutral pronoun in english. I dislike the attempt to make they singular. I think kirby should technically be 'it'. Alternatley, we can refer to Kirby without pronouns: Kirby floats, Kirby inhales. Rather than He floats, he inhales.
@@umwha I mean singular they has existed for quite a while (this is a good video on it: ua-cam.com/video/f21t7DRKlg8/v-deo.html). I mean, there really isn't any issue with singular they; grammatically it works fine and doesn't compromise how the sentence is understood. Using it for Kirby should works fine too, but I prefer they because it refers to Kirby as a sentient being. Either one works, though. And yes, I do try to not use any pronouns for Kirby as much as possible. It just gets clunky sometimes, I don't want to be repeating "Kirby" left and right.
what happens if you use daybreak (3 item cannon) on someone with a franklin badge equipped?
Don't know if you have tested it already.
The laser isn't a projectile so the targets will just get hit