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Wanna talk new melee tech skill?

 

 

This on it's own is like a page explanation (which I will post below in spoiler form in case people can't handle the craziness) of the newly discovered properties of the Invisible Ceiling Glitch that resulted from this match right here last week at Big House 5.

 

[spoiler WTH just happened]

So for those who don't know, the Invisible Ceiling Glitch, or ICG, is not actually a glitch in its own right.  If you've ever played a Smash game, you should know what Shield Pushback is.  Basically when you hit an opponent's shield with a grounded attack, both you and your opponent go sliding backwards.  Well whenever this happens, the game puts the attacking character in a special state (called the Shield Attacker Knock Back Velocity State, or SAKBVS) where they can exclusively receive Horizontal Knockback.  Any and all Vertical Knockback has its value reset to 0.  Why does this happen?  Simple.  When you strike the opponent's shield, it's essentially reflecting a small portion of that Knockback onto you.  But all Knockback has both an X and a Y component.  If the Y component has any value > 0, then your character would be pushed off the ground upon hitting an opponent's shield with a grounded move.  That's pretty stupid.  Therefore, to ensure your character remains grounded and simply slides the opposite direction, the game makes sure that they are exclusively taking Horizontal Knockback, which is done rather simply by setting the Vertical Component of any and all Knockback the attacker should receive to 0.  This is exactly what SAKBVS is trying to ackomplish.

 

Ok, so why is this a problem, and how does it explain the clip?  Well, there is only 1 override to turn off SAKBVS in the game's coding, and that's loss of momentum via traction.  Since you are meant to slide backwards during this, that makes sense.  In a relatively short amount of time (within a few frames), the momentum should dissipate naturally as there is no Vertical Knockback.  However, what if it doesn't?  Like I said, the only override is loss of the momentum via traction.  The only other 2 overrides are Teching and Grabbing the Ledge (since those two both naturally remove all Knockback from the player).  Therefore, if the player is somehow able to Jump or get otherwise Airborne before the momentum can run out, They will still have the properties of the SAKBVS applied to them until they hit the ground (landing (NOT HITTING THE GROUND PER SE) is considered a landing force and thus will be able to remove the very tiny amount of KB still buffered in the game's hitbox data very easily).

 

So what?  Well, assuming the above cases hold true, what happens when you are hit in this scenario?  Remember you can't take Vertical Knockback.  the game developers never foresaw the level of tech skill players of this generation has, and so they never even conceived that someone could not only get airborne, but also be hit while that player is in SAKBVS.  So exactly what you may think happens, does happen.  They hit an "invisible ceiling," giving the appearance of an untechable stage spike before they rocket off only taking Horizontal Momentum.

 

The crazy thing is this has opened up a world of possibilities for Luigi mains.  Because of this right here, people found out that on Luigi's Up Smash (11 Frames), Front hit of Down Smash (7 Frames), and Back hit of Down Smash (16 Frames), there is a respectively large window (noted after each move) where you can easily jump, wavedash, and do whatever you want before hitting the ground and SAKBVS dissipating because of Luigi's incredibly poor traction.

 

And that's exactly what happened here.  Abate managed to do a near Frame Perfect Jump right before he was Kneed, thus allowing him to fall off the stage before he took enough traction for SAKBVS to dissipate.  Therefore, until Abate was able to grab the ledge, he couldn't take any Vertical Knockback.  Falcon's Dair EXCLUSIVELY has Vertical Knockback.  Therefore the Resultant Knockback Vector of Luigi's flight was < 0, 0 >.  AKA he ain't going anywhere.  If S2J had done ANYTHING except Dair, Abate would have hit the Invisible Ceiling, had his Knockback inverted.  For example, say falcon's Bair has Knockback < x, y >.  The ICG doesn't just make y = 0.  No, it actually makes the Knockback become < -x, 0 >.  AKA, a stage spike.

 

And there you have it.  A new tech skill has the potential to make Luigi absolutely insane.  Screw 20XX.  That is only 1 single step in the progression towards 2LXX

 

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Yeah I listen to RogersBase a lot, and I would not take anything he says without one of them giant bricks of salt that they give cows to lick

 

Oh and it's still not going to be Bayonetta.


THESE:

Bayonetta, Wonder Red

Are not first party.

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Wanna talk new melee tech skill?

 

 

This on it's own is like a page explanation (which I will post below in spoiler form in case people can't handle the craziness) of the newly discovered properties of the Invisible Ceiling Glitch that resulted from this match right here last week at Big House 5.

 

[spoiler WTH just happened]

So for those who don't know, the Invisible Ceiling Glitch, or ICG, is not actually a glitch in its own right.  If you've ever played a Smash game, you should know what Shield Pushback is.  Basically when you hit an opponent's shield with a grounded attack, both you and your opponent go sliding backwards.  Well whenever this happens, the game puts the attacking character in a special state (called the Shield Attacker Knock Back Velocity State, or SAKBVS) where they can exclusively receive Horizontal Knockback.  Any and all Vertical Knockback has its value reset to 0.  Why does this happen?  Simple.  When you strike the opponent's shield, it's essentially reflecting a small portion of that Knockback onto you.  But all Knockback has both an X and a Y component.  If the Y component has any value > 0, then your character would be pushed off the ground upon hitting an opponent's shield with a grounded move.  That's pretty stupid.  Therefore, to ensure your character remains grounded and simply slides the opposite direction, the game makes sure that they are exclusively taking Horizontal Knockback, which is done rather simply by setting the Vertical Component of any and all Knockback the attacker should receive to 0.  This is exactly what SAKBVS is trying to ackomplish.

 

Ok, so why is this a problem, and how does it explain the clip?  Well, there is only 1 override to turn off SAKBVS in the game's coding, and that's loss of momentum via traction.  Since you are meant to slide backwards during this, that makes sense.  In a relatively short amount of time (within a few frames), the momentum should dissipate naturally as there is no Vertical Knockback.  However, what if it doesn't?  Like I said, the only override is loss of the momentum via traction.  The only other 2 overrides are Teching and Grabbing the Ledge (since those two both naturally remove all Knockback from the player).  Therefore, if the player is somehow able to Jump or get otherwise Airborne before the momentum can run out, They will still have the properties of the SAKBVS applied to them until they hit the ground (landing (NOT HITTING THE GROUND PER SE) is considered a landing force and thus will be able to remove the very tiny amount of KB still buffered in the game's hitbox data very easily).

 

So what?  Well, assuming the above cases hold true, what happens when you are hit in this scenario?  Remember you can't take Vertical Knockback.  the game developers never foresaw the level of tech skill players of this generation has, and so they never even conceived that someone could not only get airborne, but also be hit while that player is in SAKBVS.  So exactly what you may think happens, does happen.  They hit an "invisible ceiling," giving the appearance of an untechable stage spike before they rocket off only taking Horizontal Momentum.

 

The crazy thing is this has opened up a world of possibilities for Luigi mains.  Because of this right here, people found out that on Luigi's Up Smash (11 Frames), Front hit of Down Smash (7 Frames), and Back hit of Down Smash (16 Frames), there is a respectively large window (noted after each move) where you can easily jump, wavedash, and do whatever you want before hitting the ground and SAKBVS dissipating because of Luigi's incredibly poor traction.

 

And that's exactly what happened here.  Abate managed to do a near Frame Perfect Jump right before he was Kneed, thus allowing him to fall off the stage before he took enough traction for SAKBVS to dissipate.  Therefore, until Abate was able to grab the ledge, he couldn't take any Vertical Knockback.  Falcon's Dair EXCLUSIVELY has Vertical Knockback.  Therefore the Resultant Knockback Vector of Luigi's flight was < 0, 0 >.  AKA he ain't going anywhere.  If S2J had done ANYTHING except Dair, Abate would have hit the Invisible Ceiling, had his Knockback inverted.  For example, say falcon's Bair has Knockback < x, y >.  The ICG doesn't just make y = 0.  No, it actually makes the Knockback become < -x, 0 >.  AKA, a stage spike.

 

And there you have it.  A new tech skill has the potential to make Luigi absolutely insane.  Screw 20XX.  That is only 1 single step in the progression towards 2LXX

 

That sucks. This is why I can't agree with people saying Melee is the best. That guy literally lost because of an exploit of the game, not skill.

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That sucks. This is why I can't agree with people saying Melee is the best. That guy literally lost because of an exploit of the game, not skill.

Wavedashing and L cancelling are both exploits that the game actively does not allow, but does anyway. Sure, this was probably luck, but now that people know about it and how to replicate it, it's just another mechanic they can use to win. Same as when people figured out wavedashing.

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Yeah I listen to RogersBase a lot, and I would not take anything he says without one of them giant bricks of salt that they give cows to lick

 

Oh and it's still not going to be Bayonetta.

THESE:

Are not first party.

 

 

 

I thought Nintendo bought the rights to the Bayonetta games.

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Wavedashing and L cancelling are both exploits that the game actively does not allow, but does anyway. Sure, this was probably luck, but now that people know about it and how to replicate it, it's just another mechanic they can use to win. Same as when people figured out wavedashing.

But then that gives one character an inhert advantage over the others. Sure, it's possible others can do it, but Luigi has a much greater chance of doing it.

 

Yes, wave dashing is a glitch, but it's a glitch everyone can use. This one... At least the way I reading it... It's pretty much impossible with anyone but Luigi.

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Yeah, that's first party.

 

Strange that Kamiya didn't try to get the rights to it when he made the game.

 

In other news, that game didn't do that well.

 

 

Which sucks, because Wonderful 101 is amazing.

 

As for Bayonetta, based off Google, some say Nintendo owns Bayonetta, some say Sega, but deosn't Nintendo practically own Sega by now?

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Which sucks, because Wonderful 101 is amazing.

 

As for Bayonetta, based off Google, some say Nintendo owns Bayonetta, some say Sega, but deosn't Nintendo practically own Sega by now?

Bayonetta and Bayonetta 2– and the inevitable spin-off game, Beyoncetta– are owned by Platinum Games.

 

SEGA just published the first title because Platinum is made up of former SEGA employees. Nintendo published the second because someone drank too much one night and asked "what if?"

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