Yoshis turning black after coming up the hill isn't weird. When they're going down it's probably an MP4 while the ones that stomp the character are probably actual models.
I did notice something interesting though, the inkling's ink doesn't cover the ground when in the glitched state, it's not even black it's just not even there.
Fact: All of these characters don't look at Sephiroth during his Final-Smash (they just look to the left regardless of which direction they were facing before getting hit): Marth, Lucina, Roy (Chrom does), Toon Link, Rosalina, [Bowser Jr. and co. do face him but alot less then they probably should], Bayonetta and funnily enough Sephiroth himself. Small visual glitch I found while testing: You need an opponent, Dedede at 30% is a good one cause of his size, you put your opponent to sleep (I recommend using the Pokemon Bellosom), and Sephiroths with his Final-Smash. Put Dedede to sleep, F-tilt him and immedeatly activate Sephiroths Final-Smash. If everything works th e Dedede should blink as if he is about to get released from a grab during the cutscene. If it doesn't work try it at a slightly higher percent. Also Happy Birthday!
My theory: While in Yoshis mouth/in the egg, the Textures get unloaded (also the model) for a short period to keep the FPS as stable as possible. Yoshi being KOd while the texture being unloaded causes this glitch. The Move is probably programmed In a way that sets the other characters position to be exactly somewhere, causing the weird hurtbox thing, as the code is still running because yoshi got KOd. The character is invisible because of the unloaded model. When the character dies, the model gets reloaded, but the Texture remains unloaded, because the game is still running the “in yoshis egg” code. The code doesn’t stop to run until in the character select screen. This is how far my theory goes.
I think they made egg lay so that it kept the opponent right next to Yoshi so he´d lay them behind (Otherwise b-reverses could get whacky with the momentum shift)
I think this is plausible. To add onto it, textures and dynamic models are often deliberately unloaded to save resources, when not visible, hence the glitchy appearance when the model is reloaded. However, the textures are never reloaded unless the stage is restarted from the stage select, since texture loading is never expected to be required after initializing the battle. Textures and models are two of the most intense things to load in, when managing resources, which is probably why they never implemented a texture reload
This would mean it would also work on other stages though, wouldn't it? Your theory makes sense, but I think the stage transition has something to do with it.
@@atomicluke7053 ive said this before cause im trying to find out a lot more about this glitch, but yes. this can be done on a custom stage but i dont know how to make the stage for the setup. all ive seen is the people instantly dying and turning black while the void happens
I have a sneaky suspicion that the glitch is a consequence of the character's Z-coordinate getting messed up during take-off. That may explain why Ness was getting hit by the stage hazards before they finished their animation.
6:05 This is actually interesting, since it probably means that the Yoshis in the background are actually just a movie file, and only the Yoshis in the foreground are actually rendered 3D models. Which makes sense to reduce on lag. I remember you were able to do some weird glitches with movie final smashes in the past. If they haven't been patched out yet, maybe you could see if you can pull off these glitches for Yoshi's Final Smash?
Something I discovered while doing the glitch, when someone was in the invisible state and the claw thing was about to do it’s attack, some strange thing happened and both players started taking knockback for the rest of the match. They would get hit and after a second would get hit again.
It doesn't messes up the model or texture but lighting which can be explained by the fact that G&W not being pitch black cause he doesn't have dynamic lighting. The screen going completely white happens when game is trying to load background but there's nothing to load which would mean that you are far from the arena, but because your aren't getting immediately KO'd maybe you are in different place on the 3rd dimension. (The rest of this comment is just pure speculation.) As to the weird hitbox and not loading physics based parts of the models is probably because game still thinks that the characters are still in Yoshi's egg which causes them to unload objects that have physics to not mess anything up, the hitbox is tied to Yoshi probably because you can't move Yoshi's egg before the animation ends (not sure about that, would be glad if someone confirmed it)
Tested it a bit myself and found something interesting: When you do the silhouette glitch with Little Mac there are a fee things you can do, first of which is using nair repeatedly will teleport Yoshi to whatever shadow realm Little Mac is in and pretty much every move will make contact, down smash being both hits of it for example, and once this happens Little Mac will start drifting into the left blastzone and respawn in the silhouette model, however he will be glicthed out, he'll start flickering amd only appearing when he uses his moves, also he will be constantly forced to the right side of the platform or ledge if he drops down, if he gets pushed off the right side of the stage the camera will move to the inside center of it and Little Mac will start drifitng left again, however if Little Mac jumosthe camera will center on the center of the stage and Little Mac will go right back to where Yoshi is, Also if at any point you use K.O. punch the entire screen will go black I believe that is everything i found out and i hope someone might be able to recreate it
I did a bit of testing and found similar results with pichu forward air dragging them together in the middle of the stage. The claw and cannon in the background also disappear which supports the whole asset unloading theory. Also if you hit pause in this state the whole screen goes bright white which is interesting.
Theoretically, I feel like you could replicate this glitch on any stage with the right setups. Stage Morph could potentially activate it consistently if standing on stage at a section that will be off stage in a moment, such as standing towards the edge of Eldin Bridge but then transferring to Final Destination. Similarly, stages with similar transitions already built in such as Castle Siege likely could replicate this glitch. And lastly, it’s possible that if you get your positions JUST right, you can have both characters just fall towards the bottom and get eaten in the last possible moment before Yoshi gets KO’d normally… unless the unloaded assets is what matters more? If it’s just “time an egg lay just before Yoshi dies” then theoretically you could more difficultly but still consistently set it up? It’s also worth considering messing around with this in stamina mode with Sora, or Invincibility Stars, because it’s been shown that if Sora grabs someone in KO% range on their last stock, but then they become invincible right after, the throw will still white out as if Sora won. It can be combined with Joker’s Final Smash to make wonky effects. So if you combine Sora stamina mode invincibility throws, this Yoshi Egg lay glitch, Joker’s final Smash, Stage Morph, and several other potential things like maybe S Flags in order to regain stocks and be KO’d after enabling the Sora light effect, you could probably push this glitch state even further
I've done some testing and found something wildly interesting (and a use for footstools in this glitch): -anyone in the invisible state can footstool the opponent to become silhouette -when one character is in an invisible state (not the yoshi) that character can use certain moves to change the camera to below the stage, so far I've found dk up b, and mega man uair and bair. If this character dies after the camera glitches, they will respawn invisible but on the stage as in normal gameplay, however when they move they flicker as a silhouette. If a flickering character dies, they remain a silhouette the rest of the game -some interesting things happen when the glitch activates on rosalina, including yoshi becoming a silhouette, and being stuck to the right side of any platform, teleporting occasionally
This works in frame by frame and the most consistent method I've found is to wait until ship starts flying and once you can barely see the corner of the top part of the pillar in the middle holding the ship use Yoshi's move on the next available frame
Hi, programmer here. I believe I can offer a rough explanation for this bug, though it will involve talking about computer math a little. One of the number formats that computers use is called floating point. Floating point can represent fractional numbers, as well as very large or small numbers, which makes them useful for 3D calculations. There are also three special floating point values: infinity, negative infinity, and NaN (which stands for Not a Number). You typically get these when you perform an invalid arithmetic operation such as dividing by 0 or taking the square root of a negative number. One important thing about these special values, especially NaN, is that they are "contagious", that is, doing operations on them tends to propagate those values, so for instance NaN + 1 = NaN, and 2 * NaN = NaN. In addition, doing any sort of comparison with NaN yields a result of false, so for instance NaN < 0 is false, NaN >= 0 is also false, and even NaN == NaN is false. These two facts are the crux of everything that's happening here (assuming my theory is right). It's easy to imagine that when Yoshi eats a character and spits them out on the same frame he gets KOed, it could cause some sort of invalid arithmetic operation. Maybe the programmers even intentionally set Yoshi's height to NaN when he's KOed to represent the fact that he's "nowhere", and when he spits the other character out, that character's new height has Yoshi's height added to it, so it ends up as NaN as well. From there, the NaN will quickly spread to other properties of the character, and comparisons such as "is this character higher than the floor" will likely end up as either always false or always true, depending on the details of how the programmers implemented the checks. This can explain the first phase of this glitch, where the character seems to be both nowhere and everywhere at once; while their map position seems to be well-defined, their model's position is NaN, so all stage collision checks happen to end up false, and all (most?) hitbox collision checks end up true. The GPU will also refuse to render any triangles with invalid positions because why should it. When the character respawns after being KOd, their position is forcibly reset to a valid value to put them on the respawn platform, but apparently there's something in their rendering system that is still stuck on an invalid value, so every pixel in their model ends up with an invalid value, which on the screen shows up as zero (solid black). In Mr. G&W's case though, his model doesn't use textures or lighting, just solid colors, so his rendering system likely ignores whatever invalid values make the other characters black. The contagiousness of invalid values also explains why if you use a special move with its own model (like Inkling's bucket) while you're glitched, the glitch can "spread" to that model, and how it can spread to another character by using your final smash on that character, or to the game's camera by pausing (which makes its position depend on the character's position), or even to the Halberd's machinery by way of its laser targeting (though the cannon and the arm seem to be immune). I predict that you can also spread it through command grabs like Ganondorf's side-B. Unfortunately for glitch hunters, if this is the cause of the bug, it's probably easy to fix or work around: just check the character's position and other properties every frame and if any of them are NaN then reset them to something like zero or just KO the character.
Try stage morphing into a stage that makes all characters 2D, and see if it returns them to their original colors like game and watch. Happy birthday PKBeats, and thanks for the always great content :)
Try sepheroth and Terry's end screens. Terry changes his model halfway through on the one he throws the hat for, so I'd love to see if that changes anything
As far as I can see how the hat works: it's simply turned invisible.. The same goes with Peach's crown in the forward air. She has two crowns, one on the head and one in her hand, and only one model is visible at a time. Terry is very likely to function the same. So when he spins his hat in the taunt, it's his actual hat the bunny ears are tied to, but when he gets KO during a stamina match, his actual hat turns invisible and a new model spans, so the bunny ears are above his head, attached to the invisible hat.
I’m testing it with my mains: First I tested this with Olimar The Pikmin do not get silhouetted I tried everything However the Winged Pikmin get silhouetted When I tried this glitch at first Olimars helmet and antenna was missing When I died he gets it back And his antenna light still glows And no, when you whistle the rainbow effect doesn’t get silhouetted I then used Dedede He keeps disappearing and reappearing after respawning If you use Up air Yoshi gets brought to the shadow realm Gordo is also is shadowed and dedede keeps teleporting when I do anything Resetting lets you see a void Using a final smash lets you see normal but everyone is shadowed
OK so I don't know if this is to do with the character choice but for some reason when I picked Rosalina and Luma, I managed to footstool Yoshi. This made him silhouetted. But the strangest part is that not only is luma also affected, but Rosalina loses her hair and dress. The top of her legs are for some reason blue aswell, don't know why that didn't change along with the rest of the model. The model will be completely fixed if you die though.
Yoshi's neutral B is such a weird move anyway. Remember in Smash Bros 3DS, when you could use this move to enlarge giant characters in multi-man smash? They'll get a little bigger everytime you use this specific move.
What happens to Kazuya when he goes Demon mode? Also, what happens to Sephiroth when he goes into his One-Winged angel state?(I don't know the actual name for these states)
Fun fact: if a glitched character (when it's invisible and can only move left and right) uses a multihit move, it will make Yoshi invisible as well.....BUT if you die after using the multi ht, you will teleport after respawning (similar to Bowser Jr glitch in smash 4) To do this: Use Fox (for example) and Yoshi of course. Activate the glitch: 0:47 Once Fox is in the invisible state, use F-air. This will make Yoshi invisible as well. As Fox, go to the blast zone and die. After respawning, Fox will be black and when he lands on the platform he will sort of teleport.
Using yours: If you jump as fox instead of only going to the blast zone the stage will continue with the camera going mostly under the stage (going back to see the Canon part and claw laser part). It got the Canon thing to disseaper but still continue with moving the first time but now I think it's stuck since Canon is missing. The characters are stuck in the invisible part I think. If u use fox reflector the screen flashes blue and shakes.
Doing what you did to the point where Fox teloports and then jumped(made Fox go back into trap no moving or attacking) then paused and got smash ball used final smash as Fox. Now The two glitches characters back on stage(can see stage) do not make attack noise unless it hits a character (will make their hurt sound if hurt). Stage is working.
Paused [pausing makes screen white] then fair or forward tilt as Fox made the screen black. Then used final smash as Fox can see stage now with two black characters. Spawned Tiki but Tiki looks normal here? [[[This part was done when jumping instead of only going to the blast zone in the first steps of your comment]]]
@@larsiyatacticalsorcerer395 Damn you've done so much research regarding this. I will keep lab-ing this to see what else I can find!, thanks for the info. Ill edit this when I find something interesting :D
This silhouette is similar to the "dark ones" from Melee. A dark counterparts of characters that can be accessed via entry glitch i believe and selecting same alt for all 4 fighters. The 4th one is assigned to be "the dark one".
6:10 the Yoshis on the hill could just be a video or different models while the silhouette Yoshis could be the same model as the playable yoshi Or something idk that’s what came to my head right away
The glowing-world effect also happens when you pan the camera to show an area where no models are visible, e.g. the void. This would happen if a stage were to not use any models. When you pause the game, all glowy areas will appear black. I know this because I mod the game. Perhaps it's related.
Not about the glitch, but when you launch someone with pyra but swap to mythra before the opponent is ko and don’t hit them with mythra, it’ll count as a mythra KO, even though pyra was the one who dealt the final hit (works the same in reverse and mythra is the one doing the hit and switching to pyra) Pretty sure it would work the same with Pokémon trainer. And maybe it would be the same for past stance characters in previous games (Zelda/shiek and samus/ZZsamus)
Happy Birthday. By the way, on Sora's release the game updated with the ability to read the amiibo of Min Min, Steve, and Sephiroth despite their individual amiibo not yet released. (Plural of amiibo is amiibo - look it up on Nintendo's Twitter) This means we'll get at least one more update with the game that could potentially fix this glitch. as well as one more Balance Patch in order to accommodate the game's ability to use Pyra/Mythra, Kazuya, and Sora's amiibo before they release. This has been the case with other updates - Joker's update allowed the amiibo of Smash Young Link, Smash Daisy, and Smash Chrom to be used despite the Majora's Mask Link, SMB Daisy, and FE Crhom amiibo were used at launch, and Sephiroth's release allowed for the amiibo of Banjo, Terry, and Byleth to be usable before they were released. On a technical note, you could mod an amiibo to be the characters via a character swap, but it wouldn't save. So all in all, we are still guaranteed ONE update for this game in the future - if only for amiibo functionality. Although I cannot for the life of me think they won't pair it up with a balance patch and a glitch fix patch.
What's your favorite cake Pk beats? Also while I am here, certain pokemon and assist trophies disappear when a Final Smash is activated, specifically those that affect the Stage or Screen.
Would game and watch look different in attacks like Mario's back air for example, or some cinematic final smashes, where it is shown with game and watch as a legit model?
I found a really interesting thing with this glitch. I don't know if you can do it with every character but I did it with metaknight. Start training mode up as yoshi being player 1 and do the glitch as normal. Then pause the game and change the number of computers to two. As yoshi footstool the glitched player (there hitbox is weird so you may have to jump very high to do this). This will glitch out yoshi. Now, attack the second computer that is not glitched as the glitched computer. This will cause the non glitched computer to freak out. If either of the glitched players die then they will become weird as well. Hope you find this helpful!
My guess as for why this glitch works is that it's the same as the Mewtwo freeze gitch in Melee. The command grab might have some sort of trigger that tells the game to release the grabbed character, and that never happens. In this case, since when Yoshi grabs them they disappear entirely, skipping the release would mean they're just GONE. That could also explain them being able to hit each other from anywhere, since they might technically be counted as still inside Yoshi, and maybe the first jab just doesn't hit far BACK enough to reach.
In that invisibility section, it looks like the character has their hurtbox attaches to the Yoshi's tail area (where they come out of Yoshi) and their collision is attached to where they are on the stage before the transition happens, and registered as an airborne egg in terms of how they can move (hence only being able to move left or right without being able to jump) but they can attack because their hurtbox registers. Essentially, I feel like the glitch separates the character's hurtbox and hitboxes with their collision (or whatever the pointer is called that determines where the character is positioned). As for the second section, maybe the silhouette could occur either because they are supposed to be an egg or because they're supposedly still in the first area, making it a lighting glitch? Then the halberd's weaponry being super weird could be in relation to it trying to attack an area that isn't read properly in the code? The pause sending you to nirvana could be explained by the game being unable to figure out where characters are. I think 90% of the glitch comes from a character being in an unknown or invalid location while being supposedly thethered to Yoshi's rear
Also: If the character assets were unloaded, it would result in either a default texture or more likely, a game crash due to trying to load something from a stale memory address. What is most likely going on here is that the stage transition messes with the scaling factor of the background when lifting off, to hide the stage from view without animating where everything else is in a 3D space. when the character is left behind, their scale value -- instead of being updated to match that of the foreground's -- stays the same, resulting in their hitbox exploding to an absolutely massive size. Assuming the game's inner mechanisms are mostly the same as previous titles, their environmental collision box -- an entity used to check collision with the map and other players -- is unaffected, hence the ability to move players around and not instantly get KO'd. Exploding the model geometry outwards also places their model in the void which would screw with the shading of the model, resulting in this black silhouette. Game & Watch would be the exception as he uses no shaders or lighting on his model. FYI, Yoshi's egg lay also messes with the scale value of the grabbed player when laying the egg in previous games. So that could have some part in the scale value getting screwed up right as the egg is placed.
I remember once I was playing Greninja while battling Bowser and Bowser Jr. on Final Destination. At one point Bowser used Bowsercide on Bowser Jr. and for some reason Jr.'s KO sparks didn't show up and he respawned as pitch black.
I tested this with 6 characters, 3 being my mains, and 3 being characters I'm good with. We'll start with mains. Snake: The ends of his headband disappeared, and maybe something else I didn't notice. Kazuya (Coat): His tailcoats disappeared, except for a few animations, such as jab combo and crouch. Terry: His ponytail, and possibly his vest disappeared. I couldn't quite make it out. Now for the other 3. King K. Rool: His cape disappeared except for a few animations, and when it did it was much shorter. Simon: His hair after the headband thing disappeared, and so did the headband thing. Ganondorf: His cape disappeared. What I learned from all this is that this glitch does not like capes, and cape-adjacent things. Edit: Some other things happened, that being the fact my screen went completely white, only fixing itself if I turned the Training Mode camera to fixed, and Yoshi became a silhouette as well.
After some testing, I’ve found some results: At least with Pyra/Mythra, grabbing Yoshi will bring them down to the “shadow realm”, but yoshi isn’t able to move There was an interaction with the arm where it would continuously attack both players while one player is in the shadow realm, completely invisible and hitting every time. This persisted anywhere on screen, even after death. It stopped at reset
The reason Ice Climbers die instantly if the second Ice Climber gets glitched is because the primary Ice Climber is dying because of the blast zone. P.S. OH WOW! Happy Birthday PK!
Thank you so much for Covering This! I can't thank you enough. I was so happy when I found this glitch. Thank you for taking the time to test this glitch more!
So, from my vague knowledge on how things are coded sometimes, my guess is that they put the actual character somewhere WAY below the stage. However, they knew this would look weird on the minimap, so they locked the Y coordinate on it so that it doesn't break the illusion. As well, they probably put the hurt box directly on top of yoshi to make it SEEM like the character was still there, when they are actually way below the stage. They likely also have the parts with physics turned off for grab animations like this so that they wouldn't clip outside of the grab itself (like getting grabbed by villager's net or something). They also probably just turned off the textures for either optimization reasons or to make it look nicer and so it also wouldn't clip outside of the grab itself.
Smash ultimate has a Z axis implemented into the game and this fits the bill on all levels for an explanation. G&W doesn’t have a Z axis bc he is 2D therefore the glitch doesn’t work on him. I also believe that’s why certain moves won’t hit the opponent (ie yoshi jab 1) I could be wrong but PT switching and bringing the Pokémon back when close to center stage is probably a result of the character model being on top of the center platform in the z axis and when PT throws out another Pokémon it puts them on said platform (just a guess)
I think what makes that happen is is that when the person turns into a siloet bc there assets are gone for ice climbers still they both die still however since that parts of the stage is now gone so these assets and all things on it go away as well. And for ice climbers that’s why only popo gets a siloet bc he was the only one doing the glitch nana only died bc that what happens when the main player dies. That’s why for pyra and mythra only pyra gets the siloet bc she was the only one that was on the stage. The reason why they turn invisible is Bc they are on that bottom part of the stage that’s why that arm thing or what ever aims down when it tries to target u bc that part of the stage if gone so u are at the bottom of the stage. Now sometimes when the arm targets the CPU sometimes when it misses it gets u bc u are not a thing anymore ur gone same as the stage so if u see it go to a random spot it’s most likely gonna be u. When the CPU gets targeted and the arm misses u will still get hit that why u can still hit the CPU even tho ur not there ur just sort of all over the place and everywhere on the stage. That explains why the glitch starts by yoshi laying a egg u are left at the starting point. When u bring yoshi down with u ( by using to many multi-hit moves) he turns into a siloet as well.
My theory is that it has to do with the character still being in the "grabbed" state of Yoshi's neutral b, combined with your theory about the stage unloading. That may explain why the invisible character stays on the same x-axis, being locked to Yoshi, and why they always seem so close. The silhouette state may be how the character may look for their few frames while being inside Yoshi. But yeah, this is REALLY weird, it's like the character's coordinates are in a dang fourth dimension. Maybe a mod that lets us move the camera more freely could reveal something?
How to make both Player 1 and Player 2 invisible at the same time: 1. do the glitch on Joker to make him invisible 2. while he’s invisible use Joker’s side special. 3.Yoshi will be put in the same invisible state as Joker. Also, if either character dies they will respawn as a silhouette like normal . Also, from the little I’ve tested, I’ve found some unusual things happen while in this state: 1. all attacks will hit regardless of location on the minimap, just like when one character is invisible 2. Yoshi is unable to move in any direction and is stuck in the center of the minimap, (I remember managing to make Yoshi move like Joker can, however, I don’t remember what I did) 3. If you do the input for a footstool with Joker, Joker will teleport to the center of the minimap on top of Yoshi and also be unable to move in any direction. This is all that I found in the little I’ve tested. Feel free to leave a reply if you find anything else interesting with what I said.
Here are some things i found testing Mega Man: His first lemon is silhouetted and his 2nd and 3rd lemons are normal When his hand changes from his hand to his mega buster his hand becomes unsilhouetted during the change (same for up taunt and up smash) His metal cutter is now silhouetted Rush Coil is not silhouetted Crash Bomb is not silhouetted Leaf Shield is not silhouetted Down Taunt works as normal His down air because really wierd. Like its all black but it also is still has a shiny look to it.
When I did this glitch, I use Sephiroth, as he was invisible he was able to be hit by me and a pokemon I summoned, even in completely different places. I use Vulpix which was able to burn seph and I was able to attack too!
I have a couple of fun facts: - You can see Bowser shell's back if you use moves like Mario's cape on Bowser while he's using his airborne Up B - Certain moves (for example Sephiroth's Gigaflare) have special lightings, so if you go in camera mode and remove all visual effects while the attack's light is active, you can take amazing photos with the lightings you prefer
One neat thing I found is that you can footstool a glitched opponent if your horizontal position is the same as theirs, and this will result in your character getting glitched as well. Also, using certain flurry attacks (like Yoshi's down-air) while that character is glitched can result in the characters getting stuck or partially stuck, which can result in some pretty strange effects.
Bro, I found this glitch months after the game's release, but the match recording was deleted with the 3.0 update. I grabbed Lemmy (Bowser Jr.) with Mii Brawler suplex and dragged him offstage, then he switched to a silhouette of the next skin, Morton
This is the most fascinating glitch in this game and I thank you for showcasing it. Also I just wanted to mention that you've come so far with your videos, your commentary has gotten so much better! You sound so much more confident since your first few videos. Nice work!
My guess is that this is an instance of a NaN (not-a-number) glitch. Probably the game is trying to compute the player's position as the screen transitions and they die in the egg, which leads to a divide-by-zero or some other failure of floating-point arithmetic, resulting in the player's position becoming NaN. In floating-point computations, any calculation that uses NaN will result in NaN, and a NaN can never be equal to any other number including another NaN. So that's why Yoshi's attacks will always hit (because they can never miss), and the lighting, texture mapping, and models become glitched because they use the player's position. Probably all the other strange effects can also be explained by "contamination" with NaNs during physics calculations, depending on how the game is coded.
Yeah, my first instinct was the character's vertical position becoming NaN, but I wasn't sure since _any_ comparison of any kind involving NaN (equals, not-equals, greater than, less than, etc.) will return false, so I'm not sure how this could possibly result in characters' hitboxes being able to interact, nor would it explain why the glitched character's _horizontal_ position is maneuverable but doesn't seem to affect hitbox/hurtbox positions.
Just tested it with steve. If you do the glitch, then die or reset without doing anything else, his model is dark but his tools, elytra, minecart and anvil are the same. But if you input their respective attacks, they become dark. Also, using steve dair brings yoshi to the ghost realm, as i’ve called the invisibility state. Yoshi just vanishes. Pretty funny. Also, I think g&w didnt work because he’s already a silhouette.
I wonder how Olimar (and the pikmins), Rosalina and Luma, Duck Hunt Dog and Banjo and Kazooie would look like with this glitch. In fact, I wonder if rex or morgana were affected by this glitch.
If the collision, model, and hurtbox detection works like it did in Melee, this can be explained easily, but i'm too dumb to do it, just think that the character hurtbox is stuck in front of Yoshi and his collision detection is mid-air stuck in the X-axis or idk i don't remember a lot of how stuff like this works
I think the reason why they are silhouettes is because for some reason they don’t get affected by lighting, which could also explain why game and watch isn’t effected by it because he might be lighted differently as a 2-D character
Some stuff that happened in my tests (will keep editing if i find out more): -The black/white screen can be fixed by putting the camera in fixed then back to normal, but yoshi's now a silhouette. -Wanted to test bowser's final smash to see if giga bowser got affected, he didn't, but after two times normal bowser's hair was gone. -Did the camera white out fix when my opponent was zelda, but her dress was gone when i did it, after a final smash her dress was back, but my joycon drift made her crouch and the back of her dress dissapeared. -Rosalina was by far the most special case, since once i did the glitch on her, once yoshi respawned he was automatically a silhouette, and when i moved to the right, yoshi teleported to the nearest ledge, i got stuck there since moving to the left didn't work anymore, and yoshi's model sometimes dissapeared for a few frames. Once i did a final smash with rosalina three times, i got yoshi back to normal (but still in silhouette), but rosalina's stomach and the back of her hair were gone. -Yes, kirby using yoshi's copy ability works for this glitch, though inhaling a black yoshi doesnt alter the hat or the egg, even if kirby is also shadowed -Did the test on banjo, kazooie was shadowed during the final smash but she wasn't during the side smash (i tested both before and after the fs), which makes me think there's more than one kazooie models in there. -The cannon also disappeared in my attempt with sephiroth, and alongside that the long part of sephiroth's hair and his cape. Thing is, the laser hit both sephiroth and yoshi even though they were at long distances away. -I got a final smash with meta knight while invisible, died and when i respawned he was going through the same problem yoshi went during the rosalina test, footstoled him as yoshi and he went back to normal but his cape dissapeared (also tried the final smash and since the clones aren't darkened now i know which is the real one)
I think the reason the Yoshi are colored in the back of the Final Smash animation and then black in the front is because the Yoshi stampede in the background is a video file that plays, and the part in the front are the actual models!
I wonder how piranha plant’s final smash would work with this? Since it’s a final smash with no cutscene and a grab. It would also be cool to see game and watch get thrown after this glitch, since he has a different 3d model for when he’s thrown
Btw it's my birthday today so you HAVE to subscribe now :)
Happy Birthday PK! 😊 😊
Jokes on you _I was already subscribed_
Happy birthday!
Happy Birthday!! How is it going so far?
Happy b day
Happy birthday PK :)))
This glitch is so cool. I can't wait to see what G&W looks like!
11:31
@@farbencut this is good
@@farbencut lmao. That was the joke.
@@luischeco3009 I mean, he was being nice
The funniest part of this joke is that G&W is the only one that DOESNT work for the glitch lmao
Game & Watch: “Look at what they need to match a fraction of our power!”
Now that Sora is in the game, everyone can cosplay as a Heartless to make him feel at home. How thoughtful.
I just got KH3 because it was on Xbox Game Pass, so it’s nice to see a KH related comment that I can understand
Yoshis turning black after coming up the hill isn't weird. When they're going down it's probably an MP4 while the ones that stomp the character are probably actual models.
Byleth Final smash: Behold the power of my .png!
Yoshi final smash: Tch, Amateur! .mp4 is where it's at!
@@Tudsamfa Hero & Joker: Ditto
Inkling’s neutral special is normal because it’s comprised of particle effects, not a model.
I did notice something interesting though, the inkling's ink doesn't cover the ground when in the glitched state, it's not even black it's just not even there.
@@demfrodegroot7596 I'm sure it's there, just probably invisible
Fact: All of these characters don't look at Sephiroth during his Final-Smash (they just look to the left regardless of which direction they were facing before getting hit): Marth, Lucina, Roy (Chrom does), Toon Link, Rosalina, [Bowser Jr. and co. do face him but alot less then they probably should], Bayonetta and funnily enough Sephiroth himself.
Small visual glitch I found while testing: You need an opponent, Dedede at 30% is a good one cause of his size, you put your opponent to sleep (I recommend using the Pokemon Bellosom), and Sephiroths with his Final-Smash.
Put Dedede to sleep, F-tilt him and immedeatly activate Sephiroths Final-Smash. If everything works th e Dedede should blink as if he is about to get released from a grab during the cutscene. If it doesn't work try it at a slightly higher percent.
Also Happy Birthday!
That's a lot of testing just to find a blank
Blink*
I wonder what they look like in Sora’s final smash, as it uses the models of the characters in the hit-stun state falling backwards towards the door.
9:41
Pyra: "Now place your hand on my chest."
Rex: "uhh"
D̶͚̒̇̔̅̔̈́̍̾͗͗͑̓̏̚Ö̷̧̗̩̭́̀́͑͠ͅ ̷̛͎̦̥̙̔͒̃̊͆̉͋̀̇͋͒̕͘ͅI̶̟̜͒̋͑T̴̰͇̻͑̀̑̽̓͂̇̊̕͠͠͝͠ ̸̗̝́̋͌́̄̌̇̈́̊͛̅̈́͘͠R̵͍̦̣͈̺̰̤̘͓̻̪̼̍̾͒̎̄E̷̱̳̗͈̳̗͚͙̳̺̎̑̊͐͛̇̄̋̈́̒̊͋X̸͍̼͚͂̈̓͝
Haha
FBI open up
@@declinedyt5565 what? why?
Dynamic physics.
And while I'm here, frick blazing end.
My theory: While in Yoshis mouth/in the egg, the Textures get unloaded (also the model) for a short period to keep the FPS as stable as possible. Yoshi being KOd while the texture being unloaded causes this glitch. The Move is probably programmed In a way that sets the other characters position to be exactly somewhere, causing the weird hurtbox thing, as the code is still running because yoshi got KOd. The character is invisible because of the unloaded model. When the character dies, the model gets reloaded, but the Texture remains unloaded, because the game is still running the “in yoshis egg” code. The code doesn’t stop to run until in the character select screen. This is how far my theory goes.
I think they made egg lay so that it kept the opponent right next to Yoshi so he´d lay them behind (Otherwise b-reverses could get whacky with the momentum shift)
If this theory is true we need to test this on 3 players and just KO yoshi with an attack, it would mean that it's not only on this stage
I think this is plausible. To add onto it, textures and dynamic models are often deliberately unloaded to save resources, when not visible, hence the glitchy appearance when the model is reloaded. However, the textures are never reloaded unless the stage is restarted from the stage select, since texture loading is never expected to be required after initializing the battle. Textures and models are two of the most intense things to load in, when managing resources, which is probably why they never implemented a texture reload
This would mean it would also work on other stages though, wouldn't it? Your theory makes sense, but I think the stage transition has something to do with it.
@@atomicluke7053 ive said this before cause im trying to find out a lot more about this glitch, but yes. this can be done on a custom stage but i dont know how to make the stage for the setup. all ive seen is the people instantly dying and turning black while the void happens
I have a sneaky suspicion that the glitch is a consequence of the character's Z-coordinate getting messed up during take-off. That may explain why Ness was getting hit by the stage hazards before they finished their animation.
I tested this glitch with Sephiroth. His hair is shortened and his cape only appears in a few animations. Also the victory screen looks a lot cooler.
Shadow Sepiroth got a haircut
i really hope this doesn't get patched out, harmless glitches are so cool
Harmless? This one literally sends you to another dimension lol
This is a Nintendo game
6:05 This is actually interesting, since it probably means that the Yoshis in the background are actually just a movie file, and only the Yoshis in the foreground are actually rendered 3D models. Which makes sense to reduce on lag.
I remember you were able to do some weird glitches with movie final smashes in the past. If they haven't been patched out yet, maybe you could see if you can pull off these glitches for Yoshi's Final Smash?
My first thought was that the ones in the background are a different, lower-detail model to save on resources.
@@SSM24_ I think this is the more likely case. If it is just a movie file then the pausing trick should work on it too.
@@nocturn333 I tried exiting to the home menu during Yoshi's final smash to test it and nothing weird happened.
I knew it!
Something I discovered while doing the glitch, when someone was in the invisible state and the claw thing was about to do it’s attack, some strange thing happened and both players started taking knockback for the rest of the match. They would get hit and after a second would get hit again.
It doesn't messes up the model or texture but lighting which can be explained by the fact that G&W not being pitch black cause he doesn't have dynamic lighting. The screen going completely white happens when game is trying to load background but there's nothing to load which would mean that you are far from the arena, but because your aren't getting immediately KO'd maybe you are in different place on the 3rd dimension.
(The rest of this comment is just pure speculation.)
As to the weird hitbox and not loading physics based parts of the models is probably because game still thinks that the characters are still in Yoshi's egg which causes them to unload objects that have physics to not mess anything up, the hitbox is tied to Yoshi probably because you can't move Yoshi's egg before the animation ends (not sure about that, would be glad if someone confirmed it)
@@Luaporleafcutterant you definitely weren't in your right mind when you wrote that.
You didn't mention how Charizard's tail flame was gone.
must have same properties as phiras chest
@@lemon8711 Going off of Pokemon logic, I guess?
Oh no
Sephiroth glitch 2.0??
ua-cam.com/video/bTNuJAcAXHA/v-deo.html
Tested it a bit myself and found something interesting: When you do the silhouette glitch with Little Mac there are a fee things you can do, first of which is using nair repeatedly will teleport Yoshi to whatever shadow realm Little Mac is in and pretty much every move will make contact, down smash being both hits of it for example, and once this happens Little Mac will start drifting into the left blastzone and respawn in the silhouette model, however he will be glicthed out, he'll start flickering amd only appearing when he uses his moves, also he will be constantly forced to the right side of the platform or ledge if he drops down, if he gets pushed off the right side of the stage the camera will move to the inside center of it and Little Mac will start drifitng left again, however if Little Mac jumosthe camera will center on the center of the stage and Little Mac will go right back to where Yoshi is, Also if at any point you use K.O. punch the entire screen will go black
I believe that is everything i found out and i hope someone might be able to recreate it
This is actually really cool
I did a bit of testing and found similar results with pichu forward air dragging them together in the middle of the stage. The claw and cannon in the background also disappear which supports the whole asset unloading theory. Also if you hit pause in this state the whole screen goes bright white which is interesting.
The same thing happened with Sonic’s fair
seems like during the "invisibility" part of this glitch, the character's vertical position gets set to NaN
you mean null?
@@oussama7132 no
Are there any effects that hard-set a character’s vertical position? If so, we might be able to bring them back into “real” space without killing them
@@uwufemboy5683 hero zoom, but it requires you to reach the top of the stage first so we can't activate it easily. Maybe portals?
I found out that this is not the case. I’m working on a video as we speak to show how i found it out
Theoretically, I feel like you could replicate this glitch on any stage with the right setups. Stage Morph could potentially activate it consistently if standing on stage at a section that will be off stage in a moment, such as standing towards the edge of Eldin Bridge but then transferring to Final Destination. Similarly, stages with similar transitions already built in such as Castle Siege likely could replicate this glitch. And lastly, it’s possible that if you get your positions JUST right, you can have both characters just fall towards the bottom and get eaten in the last possible moment before Yoshi gets KO’d normally… unless the unloaded assets is what matters more? If it’s just “time an egg lay just before Yoshi dies” then theoretically you could more difficultly but still consistently set it up?
It’s also worth considering messing around with this in stamina mode with Sora, or Invincibility Stars, because it’s been shown that if Sora grabs someone in KO% range on their last stock, but then they become invincible right after, the throw will still white out as if Sora won. It can be combined with Joker’s Final Smash to make wonky effects.
So if you combine Sora stamina mode invincibility throws, this Yoshi Egg lay glitch, Joker’s final Smash, Stage Morph, and several other potential things like maybe S Flags in order to regain stocks and be KO’d after enabling the Sora light effect, you could probably push this glitch state even further
I've done some testing and found something wildly interesting (and a use for footstools in this glitch):
-anyone in the invisible state can footstool the opponent to become silhouette
-when one character is in an invisible state (not the yoshi) that character can use certain moves to change the camera to below the stage, so far I've found dk up b, and mega man uair and bair. If this character dies after the camera glitches, they will respawn invisible but on the stage as in normal gameplay, however when they move they flicker as a silhouette. If a flickering character dies, they remain a silhouette the rest of the game
-some interesting things happen when the glitch activates on rosalina, including yoshi becoming a silhouette, and being stuck to the right side of any platform, teleporting occasionally
This works in frame by frame and the most consistent method I've found is to wait until ship starts flying and once you can barely see the corner of the top part of the pillar in the middle holding the ship use Yoshi's move on the next available frame
Glad Ultimate continues the tradition of Yoshi's egg lay f-ing with the game somehow.
imagine reading this script without knowing anything about smash
He's done it. He's brought back the black Yoshi skin.
I'd really love to see how this works on the miis, them being so unique.
Now ur talking! Just imagine:
*Silhouette Sans in Smash*
@@chamtheman551 Silhouette peter griffin
Hi, programmer here. I believe I can offer a rough explanation for this bug, though it will involve talking about computer math a little. One of the number formats that computers use is called floating point. Floating point can represent fractional numbers, as well as very large or small numbers, which makes them useful for 3D calculations. There are also three special floating point values: infinity, negative infinity, and NaN (which stands for Not a Number). You typically get these when you perform an invalid arithmetic operation such as dividing by 0 or taking the square root of a negative number. One important thing about these special values, especially NaN, is that they are "contagious", that is, doing operations on them tends to propagate those values, so for instance NaN + 1 = NaN, and 2 * NaN = NaN. In addition, doing any sort of comparison with NaN yields a result of false, so for instance NaN < 0 is false, NaN >= 0 is also false, and even NaN == NaN is false. These two facts are the crux of everything that's happening here (assuming my theory is right).
It's easy to imagine that when Yoshi eats a character and spits them out on the same frame he gets KOed, it could cause some sort of invalid arithmetic operation. Maybe the programmers even intentionally set Yoshi's height to NaN when he's KOed to represent the fact that he's "nowhere", and when he spits the other character out, that character's new height has Yoshi's height added to it, so it ends up as NaN as well. From there, the NaN will quickly spread to other properties of the character, and comparisons such as "is this character higher than the floor" will likely end up as either always false or always true, depending on the details of how the programmers implemented the checks. This can explain the first phase of this glitch, where the character seems to be both nowhere and everywhere at once; while their map position seems to be well-defined, their model's position is NaN, so all stage collision checks happen to end up false, and all (most?) hitbox collision checks end up true. The GPU will also refuse to render any triangles with invalid positions because why should it.
When the character respawns after being KOd, their position is forcibly reset to a valid value to put them on the respawn platform, but apparently there's something in their rendering system that is still stuck on an invalid value, so every pixel in their model ends up with an invalid value, which on the screen shows up as zero (solid black). In Mr. G&W's case though, his model doesn't use textures or lighting, just solid colors, so his rendering system likely ignores whatever invalid values make the other characters black. The contagiousness of invalid values also explains why if you use a special move with its own model (like Inkling's bucket) while you're glitched, the glitch can "spread" to that model, and how it can spread to another character by using your final smash on that character, or to the game's camera by pausing (which makes its position depend on the character's position), or even to the Halberd's machinery by way of its laser targeting (though the cannon and the arm seem to be immune). I predict that you can also spread it through command grabs like Ganondorf's side-B.
Unfortunately for glitch hunters, if this is the cause of the bug, it's probably easy to fix or work around: just check the character's position and other properties every frame and if any of them are NaN then reset them to something like zero or just KO the character.
Happy birthday pkbeats!🎂🎉🎂 Every time u upload, u always make me smile 😊
Try stage morphing into a stage that makes all characters 2D, and see if it returns them to their original colors like game and watch. Happy birthday PKBeats, and thanks for the always great content :)
That fnaf joke was beautiful, caught me so off guard i honked laughing so hard
4:53
This is a POWERFUL image.
Try sepheroth and Terry's end screens. Terry changes his model halfway through on the one he throws the hat for, so I'd love to see if that changes anything
As far as I can see how the hat works: it's simply turned invisible.. The same goes with Peach's crown in the forward air. She has two crowns, one on the head and one in her hand, and only one model is visible at a time. Terry is very likely to function the same. So when he spins his hat in the taunt, it's his actual hat the bunny ears are tied to, but when he gets KO during a stamina match, his actual hat turns invisible and a new model spans, so the bunny ears are above his head, attached to the invisible hat.
Sakurai: this game is for good boys and girls
Pyra and Mythta: are you sire about that?
You know this was a translator and not Sakurai who said that, right?
Also, taken out of context.
Bayonetta and Snake come from M rated games
I’m testing it with my mains:
First I tested this with Olimar
The Pikmin do not get silhouetted
I tried everything
However the Winged Pikmin get silhouetted
When I tried this glitch at first Olimars helmet and antenna was missing
When I died he gets it back
And his antenna light still glows
And no, when you whistle the rainbow effect doesn’t get silhouetted
I then used Dedede
He keeps disappearing and reappearing after respawning
If you use Up air Yoshi gets brought to the shadow realm
Gordo is also is shadowed and dedede keeps teleporting when I do anything
Resetting lets you see a void
Using a final smash lets you see normal but everyone is shadowed
OK so I don't know if this is to do with the character choice but for some reason when I picked Rosalina and Luma, I managed to footstool Yoshi. This made him silhouetted. But the strangest part is that not only is luma also affected, but Rosalina loses her hair and dress. The top of her legs are for some reason blue aswell, don't know why that didn't change along with the rest of the model. The model will be completely fixed if you die though.
Rosa losing her hair and dress is the same reason Toon Link lost his hat and Joker lost his cape. Parts of models that have physics seem to disappear.
@@TwilightFlower9 yeah. this was the case for everyone else I tested that had parts like these
Can you test what happens when you use "Show Invincibility" and give them a star?
Just tried this. Nothing visual appears
@@wintermelon4386 what if you try to attack them? you get the invincibility stall but nothing appears? weird
Yoshi's neutral B is such a weird move anyway. Remember in Smash Bros 3DS, when you could use this move to enlarge giant characters in multi-man smash? They'll get a little bigger everytime you use this specific move.
What happens to Kazuya when he goes Demon mode?
Also, what happens to Sephiroth when he goes into his One-Winged angel state?(I don't know the actual name for these states)
Devil form and one-winged form.
@@crizz3716 👶👦👨👴💀
🐵
👕
👖
😂🤣😂🤣😂🤣👺🤰🤰🤰🤰🤰🤰🤰🤰🤰🤦😄😃😀😊☺😉😳😁😔😌😒😞😣😢😂😭😪😥😰😅😓😩😫😨😱😠😡😤😖😆😷😎😴😵😲😟😦😧😈👿😮😬😐😕😯😶😬😬😬😬😬😬😕😕😕
I can’t tell which one is the spam bot
@@quakeinboots1744 ITS THE FIRST GUY!!!!!!!!!!!!!!!!!!!!!!👶👦👨👴💀💩
Fun fact: if a glitched character (when it's invisible and can only move left and right) uses a multihit move, it will make Yoshi invisible as well.....BUT if you die after using the multi ht, you will teleport after respawning (similar to Bowser Jr glitch in smash 4)
To do this: Use Fox (for example) and Yoshi of course.
Activate the glitch: 0:47
Once Fox is in the invisible state, use F-air. This will make Yoshi invisible as well.
As Fox, go to the blast zone and die.
After respawning, Fox will be black and when he lands on the platform he will sort of teleport.
Using yours: If you jump as fox instead of only going to the blast zone the stage will continue with the camera going mostly under the stage (going back to see the Canon part and claw laser part). It got the Canon thing to disseaper but still continue with moving the first time but now I think it's stuck since Canon is missing. The characters are stuck in the invisible part I think.
If u use fox reflector the screen flashes blue and shakes.
Doing what you did to the point where Fox teloports and then jumped(made Fox go back into trap no moving or attacking) then paused and got smash ball used final smash as Fox. Now The two glitches characters back on stage(can see stage) do not make attack noise unless it hits a character (will make their hurt sound if hurt). Stage is working.
Paused [pausing makes screen white] then fair or forward tilt as Fox made the screen black. Then used final smash as Fox can see stage now with two black characters. Spawned Tiki but Tiki looks normal here? [[[This part was done when jumping instead of only going to the blast zone in the first steps of your comment]]]
@@larsiyatacticalsorcerer395 Damn you've done so much research regarding this. I will keep lab-ing this to see what else I can find!, thanks for the info. Ill edit this when I find something interesting :D
This silhouette is similar to the "dark ones" from Melee.
A dark counterparts of characters that can be accessed via entry glitch i believe and selecting same alt for all 4 fighters. The 4th one is assigned to be "the dark one".
This is the TRUE game and watch copy ability
4:55 the best part of the video
🐻
6:10 the Yoshis on the hill could just be a video or different models while the silhouette Yoshis could be the same model as the playable yoshi
Or something idk that’s what came to my head right away
The glowing-world effect also happens when you pan the camera to show an area where no models are visible, e.g. the void. This would happen if a stage were to not use any models.
When you pause the game, all glowy areas will appear black.
I know this because I mod the game.
Perhaps it's related.
This is the funniest glitch I’ve seen in a while. I might try it someday if I find the time to do so.
Not about the glitch, but when you launch someone with pyra but swap to mythra before the opponent is ko and don’t hit them with mythra, it’ll count as a mythra KO, even though pyra was the one who dealt the final hit (works the same in reverse and mythra is the one doing the hit and switching to pyra)
Pretty sure it would work the same with Pokémon trainer. And maybe it would be the same for past stance characters in previous games (Zelda/shiek and samus/ZZsamus)
Happy Birthday.
By the way, on Sora's release the game updated with the ability to read the amiibo of Min Min, Steve, and Sephiroth despite their individual amiibo not yet released.
(Plural of amiibo is amiibo - look it up on Nintendo's Twitter)
This means we'll get at least one more update with the game that could potentially fix this glitch. as well as one more Balance Patch in order to accommodate the game's ability to use Pyra/Mythra, Kazuya, and Sora's amiibo before they release.
This has been the case with other updates - Joker's update allowed the amiibo of Smash Young Link, Smash Daisy, and Smash Chrom to be used despite the Majora's Mask Link, SMB Daisy, and FE Crhom amiibo were used at launch, and Sephiroth's release allowed for the amiibo of Banjo, Terry, and Byleth to be usable before they were released.
On a technical note, you could mod an amiibo to be the characters via a character swap, but it wouldn't save.
So all in all, we are still guaranteed ONE update for this game in the future - if only for amiibo functionality. Although I cannot for the life of me think they won't pair it up with a balance patch and a glitch fix patch.
What's your favorite cake Pk beats? Also while I am here, certain pokemon and assist trophies disappear when a Final Smash is activated, specifically those that affect the Stage or Screen.
The part where you entered nirvana caught me off guard, especially with the music stopping. That was hilarious
This is pretty cool
I'm really glad you chose to make this video focus purely on this bug, it made for a really good video.
Would game and watch look different in attacks like Mario's back air for example, or some cinematic final smashes, where it is shown with game and watch as a legit model?
Mario's back air or back throw?
I found a really interesting thing with this glitch. I don't know if you can do it with every character but I did it with metaknight. Start training mode up as yoshi being player 1 and do the glitch as normal. Then pause the game and change the number of computers to two. As yoshi footstool the glitched player (there hitbox is weird so you may have to jump very high to do this). This will glitch out yoshi. Now, attack the second computer that is not glitched as the glitched computer. This will cause the non glitched computer to freak out. If either of the glitched players die then they will become weird as well. Hope you find this helpful!
do you think this would also work on prism tower or new donk city? since they're both travelling stages that start as walkoffs.
My guess as for why this glitch works is that it's the same as the Mewtwo freeze gitch in Melee. The command grab might have some sort of trigger that tells the game to release the grabbed character, and that never happens. In this case, since when Yoshi grabs them they disappear entirely, skipping the release would mean they're just GONE. That could also explain them being able to hit each other from anywhere, since they might technically be counted as still inside Yoshi, and maybe the first jab just doesn't hit far BACK enough to reach.
happy birthday!
In that invisibility section, it looks like the character has their hurtbox attaches to the Yoshi's tail area (where they come out of Yoshi) and their collision is attached to where they are on the stage before the transition happens, and registered as an airborne egg in terms of how they can move (hence only being able to move left or right without being able to jump) but they can attack because their hurtbox registers.
Essentially, I feel like the glitch separates the character's hurtbox and hitboxes with their collision (or whatever the pointer is called that determines where the character is positioned). As for the second section, maybe the silhouette could occur either because they are supposed to be an egg or because they're supposedly still in the first area, making it a lighting glitch? Then the halberd's weaponry being super weird could be in relation to it trying to attack an area that isn't read properly in the code?
The pause sending you to nirvana could be explained by the game being unable to figure out where characters are. I think 90% of the glitch comes from a character being in an unknown or invalid location while being supposedly thethered to Yoshi's rear
Remember me of the Mewtwo glitch from Smash4
no
Also: If the character assets were unloaded, it would result in either a default texture or more likely, a game crash due to trying to load something from a stale memory address.
What is most likely going on here is that the stage transition messes with the scaling factor of the background when lifting off, to hide the stage from view without animating where everything else is in a 3D space. when the character is left behind, their scale value -- instead of being updated to match that of the foreground's -- stays the same, resulting in their hitbox exploding to an absolutely massive size.
Assuming the game's inner mechanisms are mostly the same as previous titles, their environmental collision box -- an entity used to check collision with the map and other players -- is unaffected, hence the ability to move players around and not instantly get KO'd. Exploding the model geometry outwards also places their model in the void which would screw with the shading of the model, resulting in this black silhouette. Game & Watch would be the exception as he uses no shaders or lighting on his model.
FYI, Yoshi's egg lay also messes with the scale value of the grabbed player when laying the egg in previous games. So that could have some part in the scale value getting screwed up right as the egg is placed.
7:34 legalize void halberd fr
I remember once I was playing Greninja while battling Bowser and Bowser Jr. on Final Destination. At one point Bowser used Bowsercide on Bowser Jr. and for some reason Jr.'s KO sparks didn't show up and he respawned as pitch black.
Fun Fact: the Smash Ball has favoritism. It will break easier if someone who's losing attacks it compared to someone who's in the lead.
I tested this with 6 characters, 3 being my mains, and 3 being characters I'm good with.
We'll start with mains.
Snake: The ends of his headband disappeared, and maybe something else I didn't notice.
Kazuya (Coat): His tailcoats disappeared, except for a few animations, such as jab combo and crouch.
Terry: His ponytail, and possibly his vest disappeared. I couldn't quite make it out.
Now for the other 3.
King K. Rool: His cape disappeared except for a few animations, and when it did it was much shorter.
Simon: His hair after the headband thing disappeared, and so did the headband thing.
Ganondorf: His cape disappeared.
What I learned from all this is that this glitch does not like capes, and cape-adjacent things.
Edit: Some other things happened, that being the fact my screen went completely white, only fixing itself if I turned the Training Mode camera to fixed, and Yoshi became a silhouette as well.
does it work for game and watch?
After some testing, I’ve found some results:
At least with Pyra/Mythra, grabbing Yoshi will bring them down to the “shadow realm”, but yoshi isn’t able to move
There was an interaction with the arm where it would continuously attack both players while one player is in the shadow realm, completely invisible and hitting every time. This persisted anywhere on screen, even after death. It stopped at reset
The reason Ice Climbers die instantly if the second Ice Climber gets glitched is because the primary Ice Climber is dying because of the blast zone.
P.S. OH WOW! Happy Birthday PK!
Thank you so much for Covering This! I can't thank you enough. I was so happy when I found this glitch. Thank you for taking the time to test this glitch more!
Don't show this to anyone on twitter, you'll be cancelled for racism
Cancelled? Cancelled into what?
So, from my vague knowledge on how things are coded sometimes, my guess is that they put the actual character somewhere WAY below the stage. However, they knew this would look weird on the minimap, so they locked the Y coordinate on it so that it doesn't break the illusion. As well, they probably put the hurt box directly on top of yoshi to make it SEEM like the character was still there, when they are actually way below the stage. They likely also have the parts with physics turned off for grab animations like this so that they wouldn't clip outside of the grab itself (like getting grabbed by villager's net or something). They also probably just turned off the textures for either optimization reasons or to make it look nicer and so it also wouldn't clip outside of the grab itself.
All I take from this video is that pyra and mythra have giggle physics and someone at Nintendo made that choice
Smash ultimate has a Z axis implemented into the game and this fits the bill on all levels for an explanation.
G&W doesn’t have a Z axis bc he is 2D therefore the glitch doesn’t work on him.
I also believe that’s why certain moves won’t hit the opponent (ie yoshi jab 1)
I could be wrong but PT switching and bringing the Pokémon back when close to center stage is probably a result of the character model being on top of the center platform in the z axis and when PT throws out another Pokémon it puts them on said platform (just a guess)
I think what makes that happen is is that when the person turns into a siloet bc there assets are gone for ice climbers still they both die still however since that parts of the stage is now gone so these assets and all things on it go away as well. And for ice climbers that’s why only popo gets a siloet bc he was the only one doing the glitch nana only died bc that what happens when the main player dies. That’s why for pyra and mythra only pyra gets the siloet bc she was the only one that was on the stage. The reason why they turn invisible is
Bc they are on that bottom part of the stage that’s why that arm thing or what ever aims down when it tries to target u bc that part of the stage if gone so u are at the bottom of the stage. Now sometimes when the arm targets the CPU sometimes when it misses it gets u bc u are not a thing anymore ur gone same as the stage so if u see it go to a random spot it’s most likely gonna be u. When the CPU gets targeted and the arm misses u will still get hit that why u can still hit the CPU even tho ur not there ur just sort of all over the place and everywhere on the stage. That explains why the glitch starts by yoshi laying a egg u are left at the starting point. When u bring yoshi down with u ( by using to many multi-hit moves) he turns into a siloet as well.
My theory is that it has to do with the character still being in the "grabbed" state of Yoshi's neutral b, combined with your theory about the stage unloading. That may explain why the invisible character stays on the same x-axis, being locked to Yoshi, and why they always seem so close. The silhouette state may be how the character may look for their few frames while being inside Yoshi. But yeah, this is REALLY weird, it's like the character's coordinates are in a dang fourth dimension. Maybe a mod that lets us move the camera more freely could reveal something?
Happy Birthday PKBeats! Hope your channel can get much more support and continue to thrive.
How to make both Player 1 and Player 2 invisible at the same time:
1. do the glitch on Joker to make him invisible
2. while he’s invisible use Joker’s side special.
3.Yoshi will be put in the same invisible state as Joker.
Also, if either character dies they will respawn as a silhouette like normal
.
Also, from the little I’ve tested, I’ve found some unusual things happen while in this state:
1. all attacks will hit regardless of location on the minimap, just like when one character is invisible
2. Yoshi is unable to move in any direction and is stuck in the center of the minimap, (I remember managing to make Yoshi move like Joker can, however, I don’t remember what I did)
3. If you do the input for a footstool with Joker, Joker will teleport to the center of the minimap on top of Yoshi and also be unable to move in any direction.
This is all that I found in the little I’ve tested.
Feel free to leave a reply if you find anything else interesting with what I said.
Here are some things i found testing Mega Man:
His first lemon is silhouetted and his 2nd and 3rd lemons are normal
When his hand changes from his hand to his mega buster his hand becomes unsilhouetted during the change (same for up taunt and up smash)
His metal cutter is now silhouetted
Rush Coil is not silhouetted
Crash Bomb is not silhouetted
Leaf Shield is not silhouetted
Down Taunt works as normal
His down air because really wierd. Like its all black but it also is still has a shiny look to it.
the glitch still works?
@@mixed6640 yea as of the current version v13.0
Finally, something I've been waiting for my entire life:
_Flatzoned Jigglypuff_
When I did this glitch, I use Sephiroth, as he was invisible he was able to be hit by me and a pokemon I summoned, even in completely different places. I use Vulpix which was able to burn seph and I was able to attack too!
I have a couple of fun facts:
- You can see Bowser shell's back if you use moves like Mario's cape on Bowser while he's using his airborne Up B
- Certain moves (for example Sephiroth's Gigaflare) have special lightings, so if you go in camera mode and remove all visual effects while the attack's light is active, you can take amazing photos with the lightings you prefer
One neat thing I found is that you can footstool a glitched opponent if your horizontal position is the same as theirs, and this will result in your character getting glitched as well. Also, using certain flurry attacks (like Yoshi's down-air) while that character is glitched can result in the characters getting stuck or partially stuck, which can result in some pretty strange effects.
Bro, I found this glitch months after the game's release, but the match recording was deleted with the 3.0 update. I grabbed Lemmy (Bowser Jr.) with Mii Brawler suplex and dragged him offstage, then he switched to a silhouette of the next skin, Morton
Interesting!
This is honestly really hilarious. As someone who's never played ultimate but watches all the stuff behind it..... this is fantastic 🤣
This is the most fascinating glitch in this game and I thank you for showcasing it. Also I just wanted to mention that you've come so far with your videos, your commentary has gotten so much better! You sound so much more confident since your first few videos. Nice work!
WHAT!?! This whole thing is blowing my mind every time you reveal a new part of it
My guess is that this is an instance of a NaN (not-a-number) glitch. Probably the game is trying to compute the player's position as the screen transitions and they die in the egg, which leads to a divide-by-zero or some other failure of floating-point arithmetic, resulting in the player's position becoming NaN.
In floating-point computations, any calculation that uses NaN will result in NaN, and a NaN can never be equal to any other number including another NaN. So that's why Yoshi's attacks will always hit (because they can never miss), and the lighting, texture mapping, and models become glitched because they use the player's position. Probably all the other strange effects can also be explained by "contamination" with NaNs during physics calculations, depending on how the game is coded.
Yeah, my first instinct was the character's vertical position becoming NaN, but I wasn't sure since _any_ comparison of any kind involving NaN (equals, not-equals, greater than, less than, etc.) will return false, so I'm not sure how this could possibly result in characters' hitboxes being able to interact, nor would it explain why the glitched character's _horizontal_ position is maneuverable but doesn't seem to affect hitbox/hurtbox positions.
Just tested it with steve.
If you do the glitch, then die or reset without doing anything else, his model is dark but his tools, elytra, minecart and anvil are the same. But if you input their respective attacks, they become dark.
Also, using steve dair brings yoshi to the ghost realm, as i’ve called the invisibility state. Yoshi just vanishes. Pretty funny.
Also, I think g&w didnt work because he’s already a silhouette.
I wonder how Olimar (and the pikmins), Rosalina and Luma, Duck Hunt Dog and Banjo and Kazooie would look like with this glitch. In fact, I wonder if rex or morgana were affected by this glitch.
Wow you made this video way faster than I expected. Happy birthday!
THE RETURN OF YOSHI'S BLACK ALT FINALLY
Whitespace in invisibility section makes you sound like you are describing a bad netflix movie
Holy cow that was a lot more content just from one glitch than i expected!
If the collision, model, and hurtbox detection works like it did in Melee, this can be explained easily, but i'm too dumb to do it, just think that the character hurtbox is stuck in front of Yoshi and his collision detection is mid-air stuck in the X-axis
or idk i don't remember a lot of how stuff like this works
I think the reason why they are silhouettes is because for some reason they don’t get affected by lighting, which could also explain why game and watch isn’t effected by it because he might be lighted differently as a 2-D character
Some stuff that happened in my tests (will keep editing if i find out more):
-The black/white screen can be fixed by putting the camera in fixed then back to normal, but yoshi's now a silhouette.
-Wanted to test bowser's final smash to see if giga bowser got affected, he didn't, but after two times normal bowser's hair was gone.
-Did the camera white out fix when my opponent was zelda, but her dress was gone when i did it, after a final smash her dress was back, but my joycon drift made her crouch and the back of her dress dissapeared.
-Rosalina was by far the most special case, since once i did the glitch on her, once yoshi respawned he was automatically a silhouette, and when i moved to the right, yoshi teleported to the nearest ledge, i got stuck there since moving to the left didn't work anymore, and yoshi's model sometimes dissapeared for a few frames. Once i did a final smash with rosalina three times, i got yoshi back to normal (but still in silhouette), but rosalina's stomach and the back of her hair were gone.
-Yes, kirby using yoshi's copy ability works for this glitch, though inhaling a black yoshi doesnt alter the hat or the egg, even if kirby is also shadowed
-Did the test on banjo, kazooie was shadowed during the final smash but she wasn't during the side smash (i tested both before and after the fs), which makes me think there's more than one kazooie models in there.
-The cannon also disappeared in my attempt with sephiroth, and alongside that the long part of sephiroth's hair and his cape. Thing is, the laser hit both sephiroth and yoshi even though they were at long distances away.
-I got a final smash with meta knight while invisible, died and when i respawned he was going through the same problem yoshi went during the rosalina test, footstoled him as yoshi and he went back to normal but his cape dissapeared (also tried the final smash and since the clones aren't darkened now i know which is the real one)
Technically this should work with other stages with lift-off transitions like Lumiose city but I won't test for myself because I'm lazy.
I think the reason the Yoshi are colored in the back of the Final Smash animation and then black in the front is because the Yoshi stampede in the background is a video file that plays, and the part in the front are the actual models!
Happy birthday, your videos are prime for watching while eating, thanks for making em
Fact: The Pokemon trainer in the background will cry when the fighter itself is K.Oed in a Free for All or Doubles match
Kudos to this man for making a 15 minute video about black blobs 👍
Finally a way to play as Black Yoshi in this game !
I wonder how piranha plant’s final smash would work with this? Since it’s a final smash with no cutscene and a grab.
It would also be cool to see game and watch get thrown after this glitch, since he has a different 3d model for when he’s thrown