I love the way you present information Kadano. It is really obvious you put a lot of time in to make complex topics as understandable as possible. Super interesting video, thanks a ton!
@meleemechanics9 жыл бұрын
That means a lot coming from you! Thanks.
@trtisme9 жыл бұрын
Melee Mechanics by Kadano You also make the presentation very calming, aesthetically pleasing, and you label things adequately. Learning this game is frustrating enough without people sometimes making information more hard to access by not labeling content in a way newer players can find it easily, but I can't see that being an issue with any of your videos. And the fact that it has calming music and is generally pleasing to watch (though it is my opinion and obviously subjective) seems like it would make it less frustrating and intimidating for people learning. Just great work overall, you're a credit to our community.
@RascalTheChao9 жыл бұрын
Well, now I know why Marth's Dair always seemed unnaturally easy to sweetspot.
@300PIVOTMASTER5 жыл бұрын
All of the little things that go into making this game the beauty that it is never cease to amaze me.
@achumani1239 жыл бұрын
Oh my god, it's truly amazing to see how far a 14 year old game can be taken. As a veteran melee player and a fellow smasher, i'm proud to call this game my favorite, because of people like you, who never cease to amaze. Thank you for all your work.
@Rh1thmz8 жыл бұрын
all nujabes soundtrack what a legend
@frosure4209 жыл бұрын
Gotta love the smooth nujabes music, in the background
@videogamesjohnson51609 жыл бұрын
you put so much work into these im so glad youre part of this community excellent video, and great content on r/ssbm too
@LyricalFluffer9 жыл бұрын
Pay this man
@EvenMatchupGaming9 жыл бұрын
These vids are an awesome resource for the scene, so good. Smash + Nujabes is a wonderful thing. - Joe
@kidd_kudu8477 жыл бұрын
EvenMatchupGaming same here, the music is amazing
@Dragn79 жыл бұрын
Excellent job on this, Kadano! Btw, I've had that SSBM Hitboxes spreadsheet for a long time, but never knew who made it. After seeing the author here I could finally go and rename the file to add that, haha.
@meleemechanics9 жыл бұрын
Durgan yeah Toomai did an amazing job with this. And to think that he collected all of that manually …
@Buutaro9 жыл бұрын
Much respect for the Nujabes music choice!
@Sixsoul9 жыл бұрын
Wow, amazing video my brotha! Thank you! I can definitely tell you've spent a good amount of quality time down in the lab.
@BorderlandSkylights9 жыл бұрын
Out of all the videos, guides, and explanations I've seen describing attack priority no one has done it as well as you have here.
@guardian89268 жыл бұрын
Just as a little cool tidbit, when an attack clangs it produces a sound similar to metal. This sound is changed when two swords clash to sound like of course, swords clashing.
@caerulemusic2 жыл бұрын
a video with nujabes is always a good video
@luciencelente49679 жыл бұрын
Great stuff, diggin' the Nujabes music as well.
@Peanutz9969 жыл бұрын
Overall this was very interesting, especially the fact that the non tipper (marth) hitboxes outprioritize the tipper. Never knew that!
@1664MajorRaikov9 жыл бұрын
nujabes? Kadano you never fail to impress. 10/10 video like always
@leomeror8 жыл бұрын
stale moves/staleness explanation starts at 4:30
@Tachyon8369 жыл бұрын
Very helpful! Thanks a ton, now to setup more frame traps! Also, gives me a new reason to never use Bowser against Marth.
@SimnaibnSind9 жыл бұрын
Melee Mechanics by Kadano Another one of those notable moves with an Article hitbox is Peach Bomber. Moves can easily be tested for this status by throwing them against a Ness thunder jacket after the thunder jacket has already hit the user of the move. The thunder jacket will clang/outprioritize any clangable move before it has hit the user of that move, but after it hits them it will only continue to block clangable Article hitbox moves.
@MewcePewpz7 жыл бұрын
Immensely helpful and well put-together. Great stuff, lads!
@Fray.gaming9 жыл бұрын
Nice music choice .. :D
@magnusm47 жыл бұрын
Favorite this video. First in a long time where only the best videos goes for me. Perfect for my game development. N3K EN talked about sphere colliders over box colliders in efficiency but being more annoying to code so I want to know how other games handle meelee to make it good
@MACPCOSX79 жыл бұрын
Incredible editing and very helpful! Thanks! (And thanks for your CRT help on smash boards!)
@LeaGibson19 жыл бұрын
Beautiful work brother Kadano!
@TheCrustiCroc8 жыл бұрын
Good video, really informative! RIP Nujabes.
@kirbyover90009 жыл бұрын
Half of the reason I watch these are because of the music, gotta love Nujabes
@DOverton2529 жыл бұрын
shoutouts to the homie always using Nujabes. Much love.
@FishamanP9 жыл бұрын
Marth jab to help punish Falco invincible Side B recovery? Is this 30XX?
@meleemechanics9 жыл бұрын
You can also use dsmash to kill instead if Falco is at ~>100%. The first hit protects, the second tippers. Obviously requires correct spacing. And Falco can vary his spacing by opting to do a backwards jump instead forward, making you hit the sourspot instead, so altogether it’s somewhat gimmicky. Still something to keep in mind though (at least in my opinion).
@Aerros9 жыл бұрын
+FishamanP You can also jab with Ganondorf >.>;
@FishamanP9 жыл бұрын
Aerros I feel like that wouldn't give you enough time to reach Falco. Maybe jump over the Phantasm and waveland Ftilt?
@Aerros9 жыл бұрын
Im just telling you what works in a given situation. For some reason, some Falco/Fox players think they can SideB right passed others unharmed -__-
@wahey84708 жыл бұрын
I really enjoyed this video.
@ussgordoncaptain9 жыл бұрын
Hey when's the next one coming out? Clearing misconceptions about CC is important
@FortWhenTeaThyme9 жыл бұрын
So if I'm understanding this right, here's how it happens: The character with a port number closer to 1 has their id 0 hitbox checked against the opponent's ID 0 hitbox, then the opponent's ID 1 hitbox, etc? After that, the first player's ID 1 hitbox is checked against all the opponent's hitboxes in order again. If none of those clink, the player with port priority's ID 0 hitbox is checked against hurtboxes?
@sebastiengayraud47179 жыл бұрын
best poster on smashboards and youtube tho #1 #kadano
@emperorlelouch56965 жыл бұрын
Wow, I'm now educated on this stuff. Time to do better in SSBU
@jasperscott78799 жыл бұрын
This might be the subject of a new video, but why do Doraki Instant Walljumps happen? He told me its when you get a sweet spot on the ledge with your up-b it happens if you rubbed the wall before grabbing the ledge?
@super2thesam7 жыл бұрын
Can you explain what the deal is with projectiles and why Samus ones get eaten by needles and bairs and the like? I've always wondered why Samus gets the short end of the stick in this regard
@kneo1210 ай бұрын
Holy shit this is gonna be so useful
@PAPASTAIN9 жыл бұрын
all hail the jazzhop guides
@mike-gt8yo5 жыл бұрын
how do you expect me to read when u got me jammin this hard
@composercarman9 жыл бұрын
fantastic video! The music is very messy though, had to mute
@meleemechanics9 жыл бұрын
Well, I can’t please everybody’s music taste, unfortunately. But as long as everyone who doesn’t like my music choice reacts like you and simply plays something else in the background, I don’t think it’s a problem. Was it too loud or simply not the kind of music you like? Watching it now, I think I should have put in a Fade-in effect over the first minute or so.
@Victra9 жыл бұрын
Melee Mechanics by Kadano music was lovely. Takes a special person to not like nujabes. Keep up what you do Kadano.
@RWW1249 жыл бұрын
I love the Nujabes
@Jaymalakajamal6 жыл бұрын
This is exactly what I’m tryna figure out in smash ultimate
@dchrisu9 жыл бұрын
nice nujabes type beats if it isnt nujabes, great facts thanks m8
@jimmadrig73279 жыл бұрын
Props on an awesome and informative video. Quick question since I can't seem to find the answer online anywhere: can anyone point me in the direction of the tool that allows you to see hitboxes, animation states, etc?
@meleemechanics9 жыл бұрын
Jim madrig it’s already in Melee. It’s called develop mode and is accessible through the debug menu. To get into that, you can either use an AR or Gecko code, a modified DOL (game core file) or a pre-made .iso (for example Achilles’ 20XX hack pack). Which of these is best for you depends on which console you use and whether you like to keep Melee as vanilla as possible or not.
@Mutant2Keen7 жыл бұрын
How is the backdash punish on falco easier? Since the backdash is inconsistent unless you have a really good controller
@privacywillmatter7 жыл бұрын
Less controller inputs.
@cross250119907 жыл бұрын
pretty good work !
@rik60319 жыл бұрын
mmmmm That Nujabes track
@louispluspizza4 жыл бұрын
Thanks but I wanna know what the colors mean for example red is damage, right?
@Athesies3 жыл бұрын
Yeah theyre hiboxes that cause damage/knockback, yellow areas are portions of the characters that are vaulnerable to being hit
@billlllllllllllll7 жыл бұрын
How do you enable hitboxes?
@KristaTheWolf9 жыл бұрын
music is amazing
@davidl11122 жыл бұрын
Any idea why when the Ganon and Marth f-smashes clank that Ganon’s rebound animation pushes him towards Marth instead of back? Timestamp: kzbin.info/www/bejne/g4DPgqljbrhksKc
@Kadano Жыл бұрын
Ganondorf's fsmash has innate horizontal movement, and when the attack is intercepted during those frames and transitions into rebound, the leftover momentum is carried over. It's a bit similar to boost grab. It's been a long time that I looked into this, but I expect that the rebound pushback is subtracted from the innate forward momentum, so if the fsmash forward delta is, say, 5, and the rebound pushback is 1, he still has a forward momentum speed of 4 left (that dissipates quickly as ground friction is applied).
@Kenny2100vn9 жыл бұрын
Good work.
@imgamerful8 жыл бұрын
very informative video
@macpelle60229 жыл бұрын
This is very interesting :)
@alienturtle19468 жыл бұрын
I've put off downloading the Toomai spreadsheet because it says 1.0 instead of 1.02. Is the difference of any concern?
@meleemechanics8 жыл бұрын
The minor differences are all documented on ssbwiki.com.
@alienturtle19468 жыл бұрын
Melee Mechanics by Kadano Thank you!
@raiku42759 жыл бұрын
Well done
@Jijowu6 жыл бұрын
Can you do one about about Smash 4 mechanics?
@Jijowu6 жыл бұрын
And Ultimate when it comes out?
@Peanutz9969 жыл бұрын
Oh wow, so this is why I always clang when trying to (marth) dtilt falco out of the middle of his phantasm?
@meleemechanics9 жыл бұрын
Peanutz996 If he had ledge intangibility, yes. If he had not, you timed the dtilt too late.
@Peanutz9969 жыл бұрын
Melee Mechanics by Kadano So when you're too late (no intangibility) you clang with his "artifact hitboxes"?
@meleemechanics9 жыл бұрын
Peanutz996 Yes. When you look closely at 11:24, you see that his hitbox lags behind his hurtbox. When you time it too late, his hurtbox has already moved past you, but the hitbox is still in front of you.
How do you determine the number of ReboundStop frames?
@meleemechanics9 жыл бұрын
I … counted them.
@karibola9 жыл бұрын
Melee Mechanics by Kadano :/. I mean, what methodology does the game use to determine the number of reboundstop frames?
@meleemechanics9 жыл бұрын
Ah, that’s what you mean, didn’t get you at first. It’s calculated just like normal hitlag.
@flwns_9 жыл бұрын
enlightening
@anonymous-zy2ol9 жыл бұрын
This could sorta apply to any smash bros right??
@meleemechanics9 жыл бұрын
anonymous Sort of, yes. The exact formulas and hitbox properties are most probably different in the other titles, though.
@sweetblazincronic99 жыл бұрын
NUJABES KREYGASM
@XMagusX8 жыл бұрын
Wow, some one has my nickname too...
@TiberiousNeruda8 жыл бұрын
I kinda take issue with the usage of "disjointed" in this context. Simply having a hitting area bigger than the receiving area doesn't make a move disjointed, in fact that's pretty much true of *all* fighting game moves... it's having hitting areas where there aren't any hittable ones that makes an attack truly disjointed (Marth's sword in the first example, for instance, but not Fox's fist.). It's this true disjointing that makes sword-wielders so ridiculously advantaged in all the Smash games. Combine that with a general lack of recovery for most moves in Smash, and then you might understand why we got annoyed with "yet another sword-wielding FE character" in Smash 4.
@ReanimareX8 жыл бұрын
'cept Marth in Smash 4. dem butterknifes tho
@geozzii9 жыл бұрын
dat nujabes
@Overthought75 жыл бұрын
Christ, why did the game designers make such a complicated priority system?
@derriclowe1798 жыл бұрын
NUJABES!
@navi-charlotte9 жыл бұрын
Next time someone tells me that video games are for dumb people, I am going to show them this video. So much science happening here.
@Noipros6 жыл бұрын
Finally !! Now I understand why I hate this shitty game !! What a nightmare of work... Really impressive ! Thanks a lot !
@cgyh687485 жыл бұрын
wow
@Applesmaush9 жыл бұрын
Clang? You mean, clank?@.@
@meleemechanics9 жыл бұрын
There is no one reference for which term to use. So far, I’ve read “clang”, “clank”, “clink”, “clash” and “ping”. All of these have dictionary definitions that seem appropriate. “Clang” is what is used by Toomai, the main contributor to everything good on ssbwiki.com, so I went with that. Magus uses “clank”, though, so it was really hard to decide between these two.
@Applesmaush9 жыл бұрын
I didn't know "clang" was a real word until just now. I just thought that someone was making up some unnecessary Melee jargon when saying clank would work fine. lol