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Thursday, May 9, 2024

SSBU, Differs greatly from Street Fighter, Darkstalkers, Guilty Gear, Etc.

 Some of the weird things that takes so much getting used to, and almost feels like they put it in there to mess with older players (aka bring in the younger generation since they can learn fresh and have an advantage) includes:

  1. Shield button to block. 
    1. But it's limited. 
    2. Shield can be moved around.
  2. Holding shield, pressing a mostly random button like A will throw. What?
  3. Pressing Throw, then you hold it down, turns into a shield (I think that's how I did it). What what?!
  4. You need to face the opponent correctly.
    1. Especially weird for throws, man does this mess me up. 
  5. Throws need to be done very methodically and kind of slowly. Angering. 
  6. Beating the tar out of the other guy means nothing if you can't send them to the blast zone for a KO.
  7. It looks like an aggressive game... but it sure seems like Turtly/Campy/Zoners are often the best. Hope I'm wrong. 
    1. Yeah actually... there is a lot of good aggression. It's just painful for some of the heavies, etc. on bad stages/backgrounds. And there is definitely an argument that Sonic plays best as a hit and run... and run and run. But it doesn't seem as bad as some of the old Capcom  fighting games or some of the newer fighting games that cater to defense.
  8. Hard as heck to dash. OMG. Do it 0.1 seconds too early, and you slowly walk instead. 
    1. You have to really jam the stick to get a dash. Opposite of a light touch/precisely does what you want. 
    2. UDPATE: I think Game&Watch is the worst here, b/c his attacks are not animated smoothly, plus the weird input delay, it's just hard to time things. 
    3. UPDATE: Don't forget to use the right analog stick (set to tilt) to dash and instantly dash-attack. If you do it with a button you get a smash attack instead. 
  9. Hard as heck to do basic things like jump. B/c platforms get in your way, you have to hold down to go through them. 
    1. Holding down at the right time fast falls. Weird. 
    2. Small hops are super critical, but hard to do. Thank God for double button press, but truly it's not convenient yet... hope it becomes fine. 
  10. Hard as hell to jump attack short guys. Frustrating as can be. 
  11. Half the cast has the reach of a gnat. So weird. 
  12. Back-airs almost always have the most reach.
    1. "Conveniently" set up so when you want to jump attack and hit someone far away, you have to perfect the Dash(hard), turn around a split second into jump (not easy), then you get  your back air if you did it right. Do it wrong, and you get a super-inconvenient-in-that-situation move like a Mr.GaWatch's F-air bomb which will not hit and you will get smacked. 
      1. I'd rather just have 6 buttons that always give me the exact move I want when I press that button. 
  13. Smash attacks. Who needs 6 buttons when you can accidentally get a smash attack at the wrong moment since it involves tapping a direction and pressing your one main attack button. 
    1. Make sure you change the right analog stick to "tilt only" and you will learn to use it. I'm starting to learn. 
  14. Did I mention all the attacks overlap? Dash + Tilt-only-right-stick leads to a dash attack safely tho. 
    1. Hard tap left stick = Dash plus A is dash attack. 
    2. Hard tap left stick + A = smash attack. 
  15. Blastzones... you can DI to fly to corner and survive, but you need to hold it as you are hit (aka, you need to know what they are hitting you with, where it sends you, etc. waaaay before it happens). 
  16. 89 characters. 89 characters?! Guess I'll be learning minutia for the next 5 years, Dear Lord. 
  17. UPDATE: ESAM's guest said it best... the designers wanted this game to have bad ground moves and good air moves(attacks) so that it was even more different than traditional fighting games. 
  18. --Probably 25 more things I'll think of to write down. --
Blast zones, the smallest (easiest to die on) ranks lowest: https://www.youtube.com/watch?v=XuqDx6IZ4nI
For example the weird Wario one, ranks safe (#1) on Top/Ceiling height, but very scary die easily on side deaths so it's ranked lowest for Sides. 

This site has a bunch of reminders about how weird a game it is to me: https://switchwatch.co.uk/smash-bros-ultimate-beginner-terminology-smash-sunday-2/

Example: Bayonetta can up+B twice? Kirby has 6 jumps. Talk about easy recovery. 

This game is more straight forward I think:


SSBU Offstage abilities

https://www.reddit.com/r/SmashBrosUltimate/comments/1co2w6a/funnest_characters_to_play_offstage/

Ridley's look in the NES

And they mention Ridley a lot... like the kid. 

One guy has a bigger list than most:

kirby, mk, ddd, ridley, paisy, rob, sonic, gnw, shulk, the lightning rats, krool, rosalina and luma, marcina, yoshi, bayonetta, joker, m2.... the list can keep going, but everyone i listed can go deep and has good moves for edgeguarding. I also am of the philosophy "if you arent going to ever go offstage why are you playing a platform fighter". In general most characters have deeper edgeguarding games than people realize but players often avoid risking their position and just ledgetrap so they are always less understood.

Riddley in SNES, where they got his look mostly nowadays. 


SSBU Character Archetype Tierlist, Another one, Reddit

 Pretty good, it's from 3 years ago so around 2021:

 https://www.reddit.com/r/SmashBrosUltimate/comments/qryo84/definitive_character_archetype_tier_list/


Again, I've drawn a few lines for a couple of other possibilities. They have a great discussion on the reddit thread, like 

DarkPit has throws into big combos and kills... so maybe he's a grappler. 

Mario has a mega big ladder(?) combo, so rushdown. 

The kid was the one to say Little Mac is very much a Glass Cannon. I think reddit ppl said LittleMac is a hit and run. 


Personally, it makes me want to try Joker or Shiek. Rushdown but with actual some kind of reach. How the heck is Joker rushdown with the guns tho, it's weird. 

BTW, Street Fighter 2 and other Sprites via: https://www.spriters-resource.com/arcade/

 https://www.spriters-resource.com/arcade/streetfighter2/

Holy cow, around 200 sprites for one guy like Zangief. Man, I don't know if I could draw a character 200 times. 

https://www.spriters-resource.com/


Digdogger? As in, DigDug, but not? Funny name. Lots of funny Japanese-ized names, but a few... well maybe one or two seem Western. 

And what do you know, they have an original Gleeok, just like the dragon monsters in the new Zelda Breath of the Wild and Tears of the Kingdom. 

Evidence of cellphones, microwave radiation, harmful??

Argument for not safe: 

https://news.berkeley.edu/2021/07/01/health-risks-of-cell-phone-radiation/

And fox 32 chicago youtube had “major concerns raised over cellphone radiation studies”... lawyer on there talking about it. And apparently there are some studies that say it can be bad (mice cancer, etc.). And you can bet the AT&T and iPhone Apple companies of the world are very much doing the propaganda thing to say it is all fine even if it might not be. 

This is scarier: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7663653/

The government's referenced study Conclusions:

Quote: In sum, the updated comprehensive meta-analysis of case-control studies found significant evidence linking cellular phone use to increased tumor risk, especially among cell phone users with cumulative cell phone use of 1000 or more hours in their lifetime (which corresponds to about 17 min per day over 10 years), and especially among studies that employed high quality methods. Further quality prospective studies providing higher level of evidence than case-control studies are warranted to confirm our findings.


Is it safe? I don't know, but it sure is annoying not knowing. Certainly no harm keeping your phone 10 inches or further from you whenever you aren't using. More things to consider... keep reading. 

OK, let's have a funny SF2 picture reference, too much serious sh*t here... Guile is a nice representation of cancer of the mind, that turtling and boring the heck out of your opponent is somehow fun. And yes I can make fun of Guile, he's the ultimate turtle, but I did use him when the other turtlers were too much to bear with a normal character: 


Argument for safe: 
This still says, not enough energy for cancer or DNA damage:
https://www.cancer.org/cancer/risk-prevention/radiation-exposure/cellular-phones.html

And this shows microwaves are actually pretty far to the right of high intensity radiation. EXCEPT, yeah, microwave ovens definitely transmit enough to mess you up (by heating at least, the rest is debatable it seems like). 

https://electronicsdesk.com/radio-frequency-spectrum.html



Argument for not safe, more details:
Not just bursty cellphone style microwaves, but newer 5G is supposed to use millimeter waves, different than regular older microwaves they say. 

                 How are millimeter waves different from microwaves, in terms of how they affect our bodies and the environment?

Millimeter wave radiation is largely absorbed in the skin, the sweat glands, the peripheral nerves, the eyes and the testes, based upon the body of research that’s been done on millimeter waves. In addition, this radiation may cause hypersensitivity and biochemical alterations in the immune and circulatory systems — the heart, the liver, kidneys and brain.

Millimeter waves can also harm insects and promote the growth of drug-resistant pathogens, so it’s likely to have some widespread environmental effects for the microenvironments around these cell antenna sites.             

More info, what to do, where to read:

                 What are some simple things that each of us can do to reduce the risk of harm from radiation from cellphones and other wireless devices?

First, minimize your use of cellphones or cordless phones — use a landline whenever possible. If you do use a cellphone, turn off the Wi-Fi and Bluetooth if you’re not using them. However, when near a Wi-Fi router, you would be better off using your cellphone on Wi-Fi and turning off the cellular because this will likely result in less radiation exposure than using the cellular network.

Second, distance is your friend. Keeping your cellphone 10 inches away from your body, as compared to one-tenth of an inch, results in a 10,000-fold reduction in exposure. So, keep your phone away from your head and body. Store your phone in a purse or backpack. If you have to put it in your pocket, put it on airplane mode. Text, use wired headphones or speakerphone for calls. Don’t sleep with it next to your head — turn it off or put it in another room.

Third, use your phone only when the signal is strong. Cellphones are programmed to increase radiation when the signal is poor, that is when one or two bars are displayed on your phone. For example, don’t use your phone in an elevator or in a car, as metal structures interfere with the signal.

Also, I encourage people to learn more about the 150-plus local groups affiliated with Americans for Responsible Technology, which are working to educate policymakers, urging them to adopt cell tower regulations and exposure limits that fully protect us and the environment from the harm caused by wireless radiation.

For safety tips on how to reduce exposure to wireless radiation from the California Department of Public Health and other organizations, Moskowitz recommends readers visit his website, saferemr.com, Physicians for Safe Technology and the Environmental Health Trust.                 


Monday, May 6, 2024

SSBU, SDI vs. DI details, Ledge grabbing,... and more Advanced Stuff.

Super important... sometimes (always? let's find out) doing a diagonal DI does NOTHING. OMG. Example, if you get hit straight up, you have to DI the stick left or right, no diagonal (he only shows diag down-right but indicates ANY diagonal), no up, no down as those do nothing according to:  https://www.youtube.com/watch?v=UopyuXelF7k&t=106s

Also says, if  you are hit diag up, mostly vertical tho, you need to hold right if flying to the right, for example. (Makes sense, aim for corner). 

When u r launched "Horizontally"... I think means more horizontal than verticle, increase your knockback by holding DOWN. Increase your knockback by holding UP. What the hell does that mean? I thought you just aim for the corners basically. ???

His example during time 3:04, is super confusing. Launching to top right (slightly down from perfect corner) two DI options work. UP or LEFT. But not UP-LEFT, you die. WTF. And not towards the opponent (via diagonal) or you die, even though he says you need to "towards your opponent"... apparently he means not including diagonals. 

In rare cases, diagonally towards opponent works tho... seems like if you are far left on stage, and he launches you 45 degrees UP-RIGHT, Then and only then, hold DOWN-LEFT. 

Using special move that cancels momentum is super good to get back towards stage. Sometimes far super early dbl jump works barely well enough too. 

Trivial: 

  • If you hold smash, then they hit you, you knocked further. 
  • If you squatting, you get knockbacked less. 

#2, you have to hold the DI direction as you are hit/before you are launched. Split second timing. 

LEDGE STUFF, other RANDOM

  1. If you recover/grab on ledge from up above ledge (has to be a up-B move???), you won't have a punishable 2 frame thing as you grab. 
    • Some up-B moves allow you to then designate diag movement, so you can teleport diag down left from above a ledge as Pit for example. 
  2. If you regrab ledge, no invuln. Related to ledge trumping (2nd person kicks 1st person off). 
  3. Hold DOWN while doing UP-B to recover to skip the ledge, hit opponent, then quickly let go for Down to grab ledge. Ledge Trump killer. 
  4. Can't grab ledge for ~ 1 second after being hit.

  • Pink smoke, happens if you are high percent, means you won't be able to tech (shield to break wall bounce death under stage, etc.)
  • Time 8:55, another crazy example of hold DOWN (despite under ledge) to reduce knockback. WTF? Can help you tech at higher percents. 

MASHING 

https://www.youtube.com/watch?v=Fdf0P3UVh90&list=PL4SzCzeORbSRRI72fLpdCCDI-SZIwqFyJ&index=3

  1. So, dude says do a 360 circle with left stick. "About same as mashing buttons, but wont accidentally attack". Sooooo.... I wonder if you should do both, but stop mashing buttons at last second, just like in street fighter. I want to test. 
  2. Higher percent you are, harder to mash out.
  3. BUT shield break is the opposite. Higher percent u r, easier to wake up from shield break
OUT OF SHIELD
https://youtu.be/Fdf0P3UVh90?list=PL4SzCzeORbSRRI72fLpdCCDI-SZIwqFyJ&t=400
  • Normally takes 11 frames to get out of shield, unless...
  • Jump out of shield is often fastest option at 6 frames instead of 11+soemthing, even if they added +4 frames to you by attacking your shield. 
  • To UP-B out of shield...
    • If you time it well, tap both at once (still holding shield???)
    • If you HOLD up, and tap B (still holding shield) nothing happens, but if you spam B in this situation, as soon as they attack your shield the UP-B will come out. 

Wednesday, May 1, 2024

Atomic Snack Bar’s Top Classic Martial Arts Films

Top five list via the most wacky and fun youtube movie review guy, Atomic Snack Bar
https://www.youtube.com/watch?v=YiinrFh1h-A&list=LL&index=3
  • City Hunter,  The Jackie Chan movie w the Street Fighter references, he is Chun Li and E. Honde (not Honda bcuz Mitsubishi deal, thanks Atomic Snack Bar for the trivia). 
  • Five deadly venoms, of course. 
  • Last Hurrah for Chivalry. John Woo (yep). Damien Lau.
  • Millionaires Express. Comedy, Sammo Hung and Yun Be Yau (spelled? Americanized might be Biao Yuen).  
  • Duel to the Death. Xhinese and  Japanese(?). Swords, ninjas.

--- My comments below on The Five Deadly Venoms ---


If I haven't raved about how much I love this movie, I'll do it a little now. One of the classics we used to watch growing up on Sunday mornings at like 9AM or 10 AM...  let's see, there was "Monster Matinee" which got us there and then eventually these Kung Fu movies... what was the time-slot called again? Kung Fu Theatre sounds right.  

Loved the animal themes. The Snake had the fangs for the right hang, tail for the left hand (look at the guy in white/silver up there). The Toad had impenetrable skin, handy. Scorpion had a kick representing the sting. Centipede could move faster than anybody, hitting flying plates as if he had 100 arms and legs. Lizard was my favorite actor/animal, but the wall climbing was pretty weird. 

There was mystery, there was really impeccably choreographed, stylized but believable fighting, and there was a lot of fun dubbing. The whole thing is great... has to be one of the best. 

And yeah, some of my top ones include:

  • Five Deadly Venoms
  • The Kid with the Golden Arm
  • Five Shaolin Masters
  • 36th Chamber of Shaolin

SSBU Mr. Game & Watch's combos and kills, Updated 5-2-2024

 Edit: also check game8’s info like frame data w info how it is relevant. 

Example, dash, attack, if they block, up B if they try to attqck out of their shiled  

And, dwn tilt is 6 frames start, very fast. Fwd titlt is more dmg but sloer, 8 frames.

And, out of shield, jump into bucket is 5 frames!!!

Shield grab is 10 frames. Why called “shield” grab?

** up throw into nair 20 dmg, nice.

And I love his crazy up smash animation during kill scenes, haha!


Combos via this mostly: Specifically spike kill confirms at 50%!!, via Strobics: https://www.youtube.com/watch?v=wgQpGR44NMs

If you bounce them off the side with THE NAIR ATTACK AS YOU COME DOWN TO LAND (3rd+4th hit or just 4th hit of Nair) via a short hop Nair, knocks them off to the side (past ledge) then jump hi towards them, dbl jump then immediately down spike (might need a direction, try back towards stage or just straight down/neutral):



He says: "btw my hand position when doing the combo:
Left thumb controls drift.
right thumb on rightstick to do the dair.
index finger on jump button.
[12:15 AM]
inputting dair with control stick is not ideal. definitely wish i had covered that in the video"

Reminds me (as he does it in the video at time 3:09), jump nair, jump nair, up+B to knock em way over... like off the stage is useful. 

Notes from comments

  • There are a few other full combos i didn't share too
  • There are lots of other combo extensions you can do like 
    • upsmash nair/upair judge
    • Utilt nair/upair judge.
  • You kinda forgot to mention dthrow below a platform into FH (Full Hop) upair FF (Fast Fall) on platform into Judge. Maister does that a lot and it's probably one of the most reliable setups into Judge
    • %age used: as soon as they're sent high enough that they can't tech on the platform and are sent barely higher. To give you a numerical reference it's about 20-ish percent or so, depending on the platform's height, the opponent's character and how much rage you got
  • Judge combos - Landing nair into judge is better and easier

————-

Update, gleaned from Strobics “how to play Ike vs me game and watch punishing attacks, around time 7:55, he does down air to punish a very close blocked ike dash attack, to start it)  

 They r on ground, jab, split second wait, jab, walk BACK A SPLIT SECOND then fwd Smash (walk BACK let’s u get out of jab for next move). Thanks the kid!

————-

 Update extra: use this to down B absorb bombs with bucket. Via Strobics’s youtube “mr game and watch how to absorb link’s bombs, steve’ s TNT, and duck hunt’s can. NOTE, Mr.GaW has 3 fire moves that can set off some bombs… fwd air, fwd smash, and B chef pan.  

  • Link’s bombs.  Quickly dbl jump, drop my fwd air bomb (fire attack) on it while holding down and B asap. 
  • Duckhunt… tricky Can. 3 hits set off. Fire sets off? He does down B bucket to tap it, jump nair4 or nair (or up smash) to set it off, quick down B absorb. 

Duckhunt NOTE, u cant reflect can if u r last one to attack it.  But fwd tilt chair and down tilt are good to kick over to his side. 

  • Steve TNT…. Same as Link’s bomb  



Monday, April 29, 2024

Tornado width measurements, sizes of them

 https://www.govtech.com/em/emergency-blogs/disaster-zone/determining-a-tornado_s-path-width-etc-060513.html


https://www.nssl.noaa.gov/users/brooks/public_html/papers/lengthwidth.pdf


And will give some examples. 

Text:

The width in the header-strip is the maximum observed through the entire length of a tornado, or of each segment in a multi-segment tornado. Generally, in the absence of structural damage, broken small tree branches of at least 3 inches in diameter can be considered as a marker for tornado width (assuming this damage isn’t related to the rear flank downdraft). In arid regions where there is a lack of trees, other vegetation or landscape material will have to be used as a marker. To determine the tornado's maximum width, the Storm Prediction Center or Storm Data user must check each segment which is entered as a separate event.

The preparer is encouraged to include in the event narrative the average path width (in yards) of all tornadoes, especially for strong or violent tornadoes (EF2 damage or worse). Availability of average path width information in Storm Data benefits the scientific research community and other users. 


So among the top few widest ones, says wikipedia are:

  • Bassfield / Soso, Mississippi, in 2020. Was over 2 miles wide.
    • Weather.com says this is the 3rd largest "documented" tornado ever. Wikipedia I guess disagrees, so it must be the documentation/proof part of it. 
    • This is the aftermath we drove through when traveling to Tenn. that year. Huge devastation across the trees around the highways. 
    • https://weather.com/safety/tornado/news/2020-04-16-mississippi-tornado-widest-state-record-easter-sunday
      • Only two larger tornadoes have been documented.
      • A deadly Easter Sunday tornado in Mississippi shattered a state size record and was among the largest twisters documented in the United States
      • The tornado, rated EF4, carved a 68-mile-long path through parts of five Mississippi counties, from Jefferson Davis County to Clarke County, according to the National Weather Service office in Jackson, Mississippi.

    • Sorry, not sure who to credit for photo. 
  • Mulhall(?), cousin to the famous Bridge Creek-Moore tornado.
    •  On May 3, 1999, a Doppler On Wheels (DOW) mobile radar observed an F4 tornado as it crossed Mulhall during the 1999 Oklahoma Tornado Outbreak, which also produced the Bridge Creek-Moore tornado. The DOW documented the largest-ever-observed core flow circulation with a distance of 1,600 m (5,200 ft) between peak velocities on either side of the tornado, and a roughly 7 km (4.3 mi) width of peak wind gusts exceeding 43 m/s (96 mph), making the Mulhall tornado the largest tornado ever measured quantitatively (((I guess this means, via radar and no visual clues))).

    • Sorry, don't know who to credit for photo. 
  • Timber Lake (never heard of via youtube, since no video, eh)
    • On April 21, 1946, a tornado struck the area in and around Timber Lake, South Dakota. The U.S. Weather Bureau published a paper in 1946 stating the width of this tornado was 4 miles (6.4 km), which would make this the widest tornado ever documented in history. However, this is outside the period of reliable documentation accepted by the National Weather Service; 1950–present.[58]
  • The El Reno 2013 terrible crazy monster one. Wikiped says: 
    • Officially, the widest tornado on record is the El Reno, Oklahoma tornado of May 31, 2013 with a width of 2.6 miles (4.2 km) at its peak. This is the width found by the National Weather Service based on preliminary data from University of Oklahoma RaXPol mobile radar that also sampled winds of 296 mph (476 km/h) which was used to upgrade the tornado to EF5.[51] However, it was revealed that these winds did not impact any structures, and as a result the tornado was downgraded to EF3 based on damage.
El Reno Tornado forming, like 4 legs. Via Reddit guy Messier77: https://www.reddit.com/r/pics/comments/1km8ig/my_view_less_than_500_yards_from_the_killer_el/

A side view from this Youtuber Nupervids1.  https://www.youtube.com/watch?v=BRIZzhxMrxE

And from this Youtuber Dan Robinson, one of the SCARIEST tornado video you will ever see! Keep in mind, this thing killed some of the best tornado chasers due to it's hugeness and unpredictability. Dan seems to barely escape this thing by like 30 seconds or something! https://www.youtube.com/watch?v=MxgU1QcFMJM




    SSBU, Archetypes, but fixed via the kid

     Archetypes ssbu, via this, but some disagreements/corrections from the kid below.

      https://supersmashbros.fandom.com/wiki/Character_Archetypes

      

     Dr mario- hi dmg but dies easily bad recovery.

     Trapper - agrees harder to use.

     

      Disagree below, fixes:

     

     Little mac is glass cannon. Can die at zero percent.

     

     Xxxxxxx Precision

     Marth is right w super important sweet spots (Sparg0) but Lucina doesn’t really have meaningful sour spots.

     

     Xxxxxxxx first strike

     Link, maybe not right category but technically at zero percent he has energy   laser on fwd smash.

      

    Xxxxx.  Turtle

     Inkling, and Palutena. Are 50/50. Lotsa offense.

     

     Tag team, not Joker.

     

    Glass cannon

     Not zelda. Maybe not young link that much. Not Pyra/Mythra.

     

    Footsies

     Ike and Greninja are weird here. No real safe vs shield moves.

     

     The kid category— Safe/Scary Against Shield

     Ryu ken, ice climbers, little mac, roy bcuz jab tons n kills

      

    Sonic should also be hit n run (the offensive side of the coin).

    Friday, April 26, 2024

    SSBU, Mr. Game & Watch tips - Updated 4-30-2024

    Super Smash Brothers Ultimate, Mr. Game & Watch (G&W) Tips

    I better check out: https://www.youtube.com/@StrobicsGaming

    Specifically spike kill confirms: https://www.youtube.com/watch?v=wgQpGR44NMs

    Strongest (aka hits hard?) down tilt in game they say (Miya vs. Tweek, at WWT 2023 top 8). Kid thinks yeah. 

    Nair is -1, -4 -4 -4 on shield block, so very safe. Four hits.

    Down smash to kill spot dodge eh?

    G&W's Dash attacks are punishable on block, eh? Aren't everybody's -> probably. 

    In air, bucket speeds left right movement in air (EDIT/CORRECTION: does NOT speed descent).


    EDIT, more below from me:

    Chef pan flipping, you get MORE items if you spam B button instead of just holding down. Wow. I did know you can use stick left and right to change where it goes. And notice, graphically at least, some items are slightly higher in the air. Catches ppl like crazy at lower levels on ledge. Pros jump up to start flipping the pan, you'll notice, to get a broader area on start I reckon. 

    N-air and B-air hit for a long time. Bair esp. will hit basically the ground pixels if you pull it out at the right moment, even just short-hop+B-Air immediately. 

     $100,000 fine touching a sea turtle. AKA, don't mess with the turtle.


    Landing B-air turtle is all the way to the floor, my friend. 

    Lotsa info from Choctopus, thanks man: https://www.youtube.com/watch?v=g_OC8bOxw14

    Up-smash has a lot of invul or intangible frames. Plus it just looks awesome. Got the early 1900's deep sea suit. 

    @justinbtdbattles6284 "The upsmash... WHY IS THE HEAD THE HITBOX", heh.

    Yeah this freaky one must have inspired the one in... that Bioshock game. See https://rarehistoricalphotos.com/vintage-diving-suits/ 

    Here's one that is closer to GnW. 


    Down smash, if you connect with the end of the attack (the proper hammer), it'll plant them in the dirt. Hitting too close, they just get knocked back. ***be sure to spam vs. rolling foes. It can hit over and over. ***


    Up air looks like Q-bert:


    Chef pan (itself) hit can launch. 

    More great info from:

    @xpl0si0nman20  -5 years ago (edited)-

    • The bucket reflects physical projectiles (cannonball, rockets)
    • And absorbs energy projectiles(Fireballs, explosions, and lasers)
    • A good throw combo is a down throw, small jump, and a judge. If you land the 9 itll be a guaranteed kill at basically any lightly damaged percent.
    • Your up air is an infuriating move to fight against if your enemy has few sideways recovery options, like King K Rool, as he can do virtually nothing to stop you from doing it.
    • Your strongest smash attack is scuba helmet, and at lower percents combined with a good setup, read, or ground with the hammers, is one of your best options as it can kill with no charge.
    • Chef is a NIGHTMARE to vertically strong recoveries. Ike and Chrom will suffer if you sit near an edge and spam this move, as they can get no where close to the ledge. If they do, jump and drop a bomb.
    • Your a very high damage but easy to kill character, but parachute makes you a GOD when trying to keep someone off stage. If you save your double jump and air dodge, you can go after even guaranteed kills and just hit them a few more times with little risk.


    OTHERS:

    @randomrandomian1328 4 years ago (edited)

    Down tilt has best knockback, even more than chair. Up throw > Up air > Jump on higher platform > Up air

    @nagitokomaeda6129  5 years ago More tips: 

    His UpB comes at frame 2 or 3 so its a good out of shield option or if you want to break the combo of your oponent (it saves you from luigi's 0 to death)

    Upsmash was nerfed from smash 4, it has invencibility frames but only on his active hitboxes, not on startup so it's not that good of an antiair anymore

    Dthrow kills at very high percents so its a good way to kill if you're struggling to get a kill

    @dylannzambrano   5 years ago  The oil strenght is variable, stronger is the energy projectile, stronger will be the oil, and you can kill also at 0% if the projectile/s are strong, like the bob-omba's explosion

     @alonelywalker6602  The up tilt can be changed so the first flag comes out on either left or right first. If he’s facing the right, the flag can still come out on the left first if you angle the stick tilt properly

    @magentanide5984

    5 years ago

    A couple of things I noticed you missed:

    The F-Smash has a sweetspot hitbox where the "flame" of the animation is. This kills quite early and does significantly more damage and knockback than the near hitbox.

    Oil Panic (The Bucket) does more damage depending on the projectile it absorbs, and deals almost 3x the damage and knockback of the original projectile(s). Absorbing Samus's charge shot or Ness' PK Flash will fully charge the bucket, and give him a OHKO/instant shield break move. Likewise, 3 Mario fireballs or Mega Man lemons aren't likely to kill all too early.

    A common misconception is that the attack from Oil Panic is a projectile. It is NOT a projectile and it cannot be reflected. A filled bucket is to be feared.

    Another distinction with the bucket is what projectiles it absorbs vs what it reflects. "Physical" projectiles will be reflected (K.Rool's guff, Link's guff, Samus' missiles, Snake's grenades and Nikita), where as "Energy" or explosion projectiles will be absorbed (Samus charge shot, the explosion from Snake's grenades, Pichu/Pikachu Thunder).

    The down air spikes consistently at the very start of the move and it's a very small and fast sweetspot. Using it at the ledge however, if your opponent has exhausted their ledge intangibility, you can short hop d-air to immediately spike.

    Notes on Judge:

    You shouldn't spam Judge for funnies; 1s deal significant self damage.

    The 1 also deals no hitstun, so you can't rely on Judge to make an opponent flinch.

    3 deals a lot of shield damage, and crosses up. If your opponent isn't prepared, you can land a second Judge or go for a shield break.
    5 deals little knockback, and you might be able to get an airdodge read into a second Judge.
    6 kills quite early, especially at the edge.
    7 offers healing items, which your opponent can take. Eat those quickly!

    Judge Side-B:

    @clguy-qq3wy

    1 you take 14 damage even if you dont hit the enemy and only does 2 damage if it,
    2 does 4 damage,
    3 does 7 damage and knock back opposite to the direction you hit the opponent,
    4 does 9 damage,
    5 is a multi hit attack that also does electric damage it does 14 damage,
    6 is also 14 damage but a fire attack,
    7 gives 3 apples which each heal 4 for a total of 12 health and does 16 damage,
    8 freezes the enemy which is pretty good for combos and does 15 damage,
    9 does 38 damage plus kills really early from its high knockback. And thats it if i missed anything then pls tell me. 

    @endermage77

    ~Corrections to corrections above~

    1 has no knockback whatsoever and has no uses except for denying enemies a second Up-B recovery from the hitstun that literally any other move in G&W's arsenal would cause

    2 is essentially a free jab lock ((note, jab lock in SSBU reduced to twice only now or something,, but i guess you can hit on ground with jab once, then try another side-B judge maybe, unless they unbuffed this #2 hit in a patch))  on your opponent and can leave them open to a fast move like f-tilt or dash attack at low %

    3 is fairly decent for low % 2-hit combos if you can react to the backward knockback quick enough for a followup smash/tilt
    4 does the highest damage to shields (Still isn't a shieldbreaker though)
    5 is mostly used for juggling and starting air combos
    6 is G&W's second-strongest Judge attack; It launches opponents directly sideways and if used offstage can easily gimp nearly the entire cast to death at most any % and outright kill at higher %
    7 does pretty good damage in addition to the apples as mentioned but G&W has to be careful to not let his opponent into a position to eat them as they get dropped out of the hammer onto the floor when it connects
    8 freezes the opponent longer at higher %
    9 actually does 40% damage, up from 36% in Sm4sh.

    EXTRA JUDGE: if they're shielding, up smash vs it, then side-B judge quickly, breaks shield (maybe only if #4 or #9... forward-smash tested but weaker than up-smash). 

    @WailmerWasher -1 year ago

    Here's the list of things judge can do

    1-Lowest of the low, does recoil and doesn't flinch
    2-Launches, but not much 
    3-Launches towards game and watch  [the one with tons of shield dmg?]
    4-Slashing attack that launches diagonally  [the one with tons of shield dmg?]
    5-A multi-hit electric attack
    6-Flaming semi-spike, which is pretty dangerous off stage
    7-Makes food edible by anyone. In ultimate, MrG&W will make 3 apples.
    8-Freezes, like the freezie item
    9-Holy Saviour, KOs at minimums of 5-10%, even OHKOing super lightweights at 0%

    @shyend208 - 5 years ago
    I miss the down throw to judge combo, but in utimate Mr GaW jump before using judge

    @superkc2557 - 5 years ago (edited)
    Game and Watch’s Down Throw combos into short hop nair at low percents and into uair at higher percents. 

    Game and watch has a great bair for characters who have a mostly horizontal recovery. You can chain a couple of these together to get easy kills off stage at 60+%.


    @Frenblow 4 years ago - An easy way to get max bucket damage is snakes forward smash, samus charge shot, robins fully charged lightning, [Ness's pk flash/pk freeze/pk thunder pk fire whatever] and basically any other high damage non physical projectiles. [Max bucket can often kill at zero, if close enuf to ledge. ]

    @breadbug6101 -4 years ago - Mr Game and Watch has invincibility on his up smash from frames 4 to 26 everywhere except for the space underneath his helmet when the move ends

    UP SMASH - game8.co says still as of today 4-30-2024, intangibility on some of it. 

    UP SMASH - @endermage77 - 5 years ago -Up smash gives G&W complete invincibility from the instant the attack starts being able to hit until the end of the animation. -- Previously [was better] it made G&W invincible in the startup lag before the hit. This is a very bad nerf to his anti-air capabilities.

    @Redeem_Honor -5 years ago

    One thing I would like to note about Judge in this game is that they reverted his number cycle back to the way it worked in Melee and Brawl. Whenever you swing your hammer, you are guaranteed to not get the last number you got. For example, I believe G&W starts the match with the number 1 being his last number. The game thinks that was his last number when starting the match. Therefore, your first Judge number must be between 2 and 9. Let's just say he swings his hammer and gets a 9. The next number that appears must be between 1 and 8 and cannot be 9. 

    JUDGE CORRECTION @crystalbuck6721 - 1 year ago
    Another important thing to remember about hammer values: the last two values are stored, meaning you can’t get the last two values you played. At the beginning of the match, they’re set to one and two- if I remember correctly, anyway :)

     

    @niconicer6463 - 3 years ago- You do know mr game and watch has the strongest down tilt in kill percent right? 

    @Bobby-dv7fj -5yrs ago -you use neutral b once to use a side b and prevent them from dodging it

    Supermove (final smash) - spam A and B to extend tentacles. Mr. Game & Watch turns into a giant octopus, charging forward and grabbing opponents and carrying them toward the blast zone. Mashing A or B extends its tentacles, and it can be moved upward or downward. Each tentacle deals damage when coming into contact with an opponent.

    @MothBoo -5 yrs ago (edit)--- grab + down throw + up B + down spike = a lotta damage combo.

    @dylzz1742 --3 years ago (edited) --i know no one cares but i just found out you can combo up tilt + fair + nair i hope this helps :)

    @endermage77- 5 years ago- Tip for Neutral-B [chef] offstage camping: You ideally want to be about a roll away from the edge for maximum edgegaurding as it will guarantee catching anybody trying to attack or roll or stand out of edge grab

    ---------------------------------------------------------------------------------------------------------------

    LEGEND: B-air or Bair = Back-air-attack, Nair is = Neutral-stick-air-attack. Etc. 

    Mr. Game & Watch = GnW, G&W, etc. 

    ---------------------------------------------------------------------------------------------------------------

    Speaking of crazy vintage stuff, Eunice and her crazy diving horse around 1905. Ppl sure were not very safe back then, OMG:
    • The daring ride of Mrs. Eunice (Winkless) Padfield, July 4th 1905

    Tuesday, April 23, 2024

    Ssbu more tips, and archtypes EDIT: SDI vs. DI

    https://supersmashbros.fandom.com/wiki/Character_Archetypes


     While shielding, jump button then quick att button, it cancels out of shield. 

    Shrunken small shield can be moved around. 

    Side B can be sent in opposite direction if you quickly change direction.

    Cancel a charge w shield. 

    Tilt att to pick up item. 

    Short hop att less dmg. 

    Hold both shield buttons to move big shield around  

    D I is shieldstun shuffling via Nintendo tip lingo. 

    D I, also when hit  

    EDIT: SDI vs DI... DI changes the direction of where you get launched. SDI changes where you launch from.

    EDIT: SDI vs DI more: SDI moves your character slightly in the direction you tap the stick while you're in hitlag (((AKA hitstun, AKA stuck during a billion hit jab))). .

    DI effects your trajectory after you're launched.

    EDIT: SDI vs. DI, said another way, and can remember the funny: That’s Directional Influence, where you tilt the stick in a direction after being hit to influence where you go, and then there’s Salty Directional Influence where you mash the stick in the opposite direction of the blast zone but still fucking die at 32% anyway (sdi is actually called Smash DI and changes where you launch from)

    EDIT: Details: DI stands for directional influence and is when you hold a direction whilst being launched to impact the direction, distance, and speed of your launch.

    SDI is smash directional influence, and is where you move the stick between a couple of directions close to each other. This can be used to get out of multi-hit moves.

    For example, when Corrin charges her f smash, the Yato has a multi-hit hit box near her. A lot of people when hit by this just accept fate. But you can actually SDI out of it and avoid the smash attack. Same thing with Bowser's fire, rapid jabs, etc.


    EDIT: From wiki, https://www.ssbwiki.com/Smash_directional_influence#Super_Smash_Bros._Ultimate,  However, contrary to SDI, shield SDI can only be applied horizontally, and vertical components of control stick inputs are completely ignored. Thus, techniques such the quarter-circle SDI wont result in multiple shield SDI inputs. Shield SDI is especially useful to escape some grounded multi-hit attacks.

    EDIT: https://www.reddit.com/r/smashbros/comments/bqzon1/can_someone_explain_the_difference_between_di_and/ 

    Directional air dodge leaves u more vulnerable than a regular air dodge.


    Continuous dodging penalty. Dodge spam and it gets bad. Slower etc.

    Teching eh? Shield button when hit wall, floor, or ceiling to “break ur fall”. 

    Crouching not launched as far. 

    Many EDITs below...

    EDIT: And so tilts... by default are gently pressing the right stick (right stick? could they mean left stick), vs. "slamming" the stick is default to a smash attack. So with our controller scheme, we just set the right stick to only be tilt attacks, and we rely on a left stick tap+button to get a smash. .... quote from @Choctopus to _ GeckoGaming _ Tilts are when you just tilt your control stick to attack as opposed to smashing the control stick.

    EDIT: Wavedashing and Wavelanding – In Melee, the second game in the series, the physics engine allowed characters to slide across the ground by immediately airdodging in a diagonal-down direction. This is called wavedashing, with wavelanding referring to sliding on the ground at the end of a normal jump. This is back in Ultimate, but with reduced effectiveness.

    ??? Jab reset – When someone is knocked onto the ground, a jab (or other small, quick move) will force them onto their feet and leave them open to more attacks. (((??? how's this relate to the jab lock... testing, now jab lock stands you up after 2 hits so... how's jab reset work?)))


    Monday, April 22, 2024

    SSBU, more stats summaries- Fall, Run, Dash, Hop/Jump speeds

    • Gravity means how fast you accelerate to your max fall speed. 
    • Fast Fall - Fox falls super fast and Gravity is super high, meaning he gets to his max fall speed ASAP. Fast Fall is probably one of the most important things in the game (that I barely ever use still, need to train myself... it should be your default option). 
      • Fox
      • Little Mac
      • King Dedede
      • Joker
      • Mii Brawler
      • Link
      • Mythra
      • Captain Falcon
    • Slow Fall/Gravity - Game&Watch is slow and floaty on falls, but not the slowest. Jigglypuff, Kirby, Sora, etc. are all slow Gravity. Daisy and Peach and Jiggly and Kirby are all slow fall anyway. They are all slow. 
    • Short hop duration
      • Fox is super fast again, like almost 5 times faster than slowest one
      • Surprise: Kazuya has the fastest land from full hop, faster than Fox. Kazuya is pretty darn quick to land from short hop also. Steve, Ken, Ryu are also quick to land from short hops. 
      • Samus, Luigi, Sora, Rosalina are slowest to land. 
      • Surprise: you can fast fall from a short hop. Yep. 
      • Some big heavies with shorter hops have pretty quick fall durations. 
    • Weights
      • Surprise on who is heavier than Ridley:
        • Terry, heavier by 1
        • Bowser Jr., Samus, Piranha plant
        • And Kazuya by 6... Kazuya is the 8th heaviest in the game! Weird? 
      • Sonic 86 -  is pretty light at 86 weight. For comparison: 
        • Pichu 62 (lightest)
        • Fox 77
        • Greninja 88
        • Mii Brawler 94
        • R.O.B. and Snake 106
        • Ridley 107
        • Bowser 135 (heaviest)
    • Walk Speed
      • Fastest left to right is Lucina, Marth, Fox, Greninja, Zero suit, Sheik, Sonic, Mythra, Little Mac, Donk Kong, etc. 
      • Slowest at far right of this list is - xxxxx
    • Run Speed, fastest at top
      • Sonic by a LOT, 3.85
      • Captn Falcon, 2.552 is 2nd fastest
      • Little Mac
      • Sheik
      • ... 1.7 is probably avg
      • Skipping many... Slowest at bottom
      • Ganon
      • Giggly
      • ROB
      • 1.18 Incineroar is slowest
    • Dash is different though, interesting. Dash frames + Pivot Dash Frames. 
      • Surprise:  Mr. Game & Watch is quick like #3 on shortest numbers, at 8 and 10. 
      • Sonic is very avg, at 10 and 12. 
        • B/c 10 & 12 are the most common Dash/PivotDash frames for like over half the cast. 
      • (Note, most of the normal gals are slow, not any Samus tho)
      • All equally slow: Captn Falc, LittleMac, Donk Kong, Wii Fit, Rosalina, Peach, Daisy, Zelda, Ganon, Robin. 
    • Neutral Air Dodges - wrong numbers on site for TOTAL????
      • Make no sense on that site... Sort Sort Sort, GigglyPuff's numbers don't add up. Are Heavies are best(?) slower start but last forever. 
    • Forward and Backwards Roll - also weird on the site.
      • Is longest intangible best or does it depend?
      • Samus is longest.
      • Ridley close to Samus.
      • Fox, Sonic and other fast ones are much shorter by about 25% . 
        • Backwards 14 or 15 for quick guys, vs 19 or 20 for long intangibility folks like Samus and Ridley. 
        • Fowards 12 or 14 for quick guys, 16 or 18 for longer intang' folks like Samus and Ridley. 
    • Spot Dodges
      • Mythra weirdly longer lasting than anybody by alot, 21
      • Ridley 18 (2nd longest tied w/ eight or so others)
      • avg is 17
      • quick guy Fox is 14, Sonic is 16
    • Grab Range !!!! Interesting
      • Samus super long beam at 42.2
      • Olimar 35.x (for some, 20something for others pikmen)
      • Steve 31.9, what?!
      • Donk Kong 19.5, nice. Remember his fast walk speed (does it matter... always dashing?). 
      • Greninja, Bowser Jr. are 18.x, nice.
      • ROB avg at 14.4
      • Game&Watch 12.5, poor range. 
      • Sonice, 12 ... b/c he's so fast eh? 
      • Fox 11, nearly shortest. B/c he's so fast on ground, eh? 
      • Hero then Ice Climbers worst. 

    https://ultimateframedata.com/stats