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"common knowledge" that a lot of people don't know

X1-12

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you can do the black hole glitch with 2 players, (ICs + peach)

and you can also dismantle a black hole if you jump in and press Z at the right time
 
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Fortress | Sveet

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It's still just as based on distance, just a different distance when a fast fall is incorporated. But yeah, it's very important to know.
There is a max distance, but its not based on it. Its frames 73 to 92 on fox's and 65 to 84 on falco's.
 
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How is it not based on the distance? How far you are from the ledge is exactly what determines whether you're going to make it or not, the frames are just a measurement of whether it's possible or not.

EDIT: nevermind, what i was talking about wasnt including going against walls or ceilings lol. too tired to think >_>

and when i meant distance, i meant after the up-b lol
 

Fortress | Sveet

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Its just the technical meaning of the word "based". Its not based on distance. Its based on time.
 

keeper

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Are you sure? I could have sworn I heard somewhere it was the first 3 frames and the last 3 frames leave you vulnerable. :ohwell:
Yeah, you're right. I read it wrong, though the air dodges generally have a starting time of 3 frames, thus making 1 and 2 the ones where you're vulnerable.
 

L__

Smash Master
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Ness, Link and Young Link's Forward Throw's throw all characters (at the same damage) the same distance, regardless of the character's weight.
 

jugfingers

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if timed and angled properly ness's pk thunder recovery done into the ground and caped by doc mario will propell ness inside the level where he will slide through the ground hitting people standing on the ground and then sweetspotting the ledge that he is travelling towards for an amzing edge hog,

you can also do the yyg with ness's downsmash


if your standing on the yoshis story cloud with falcon on the right side of the stage and someone is standing as close to the edge as possible when the cloud gets close to the edge you can raptor boost hitting the player standing on the edge and simultaneously grabbing the ledge.


with falcon if your moonwalk has enough momentum to carry you passed your opponent you can reverse grab the player a full body length in front of them.
 

Spife

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if sheik cancels her needles at the right moment while airborn (actually I think it's the frame she is landing), her needles will be chillaxin' in her hand like she's wolverine. I don't think this effects her hit boxes and it goes away the next time you charge your needs or (obviously) throw them.
 

jugfingers

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How do you yo-yo glitch with ness' downsmash?
nobody really knows exactly how.


I've seen footage of it though I believe of simna. basically just charging a downsmash backwards so the yo-yo is close to the ledge and then someone recovering hitting it and hitbox being dropped and then run into by the opponent.
but yea nobody has really figured it out, but it is possible
 

tubes

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roy's dair spike sweetspot is near the hilt, so to get the hit they have to be inside your body.
I do not think this is correct. From my own experience I have come to the conclusion that Roy's Dair sweetspot is located at the center of the blade just like his other attacks. The only difference is in the Dair the sweetspot only exists in the area where Roy swings his sword over his head.
 

Ryan-K

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dks arm hit (sweetspot) is invincible.

marths head pokes out of his shield

if you shield DI in cf CAN shieldgrab raptor boost.

marths side b doesnt explode links bombs on contact

there actually is a slight difference in marths up b angle if you hold in or not

fox dtilt barely outranges sheik ftilt

on yoshis story under 100 if bowser does a ledgejump he lands instantly

samus missles suffer from brawl levels of move decay where the knockback decreases alot more with each use

uh thats all i got atm x_X
 

Nintendude

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Fox's Fair DOES NOT have bigger range in PAL. This misconception came about when no non-PAL player could sub-7.28 Fox in BtT with the old WR strat but it turned out to just be a huge coincidence. People AR'd the crap out of it and showed it was false.

Now for a monster post that I bet is full of info that nobody here had a clue about, mostly Stadium related. I apologize in advance for a lot of this being useless knowledge >_>

If you release Roy's Flare Blade 1 frame before it's fully charged it does 41% with no explosion. This "41% Flare Blade" is actually significantly stronger than the fully charged 50% version.

The HRC platform is longer and higher off the ground when the game is set in Japanese. In PAL the longer platform is always there since you can't change the game to feet. Also, when in meters the invisible backwall is further from the platform and the track itself is longer (3458.5 m as opposed to 3457.9 m).

Donkey Kong has two fully charged Giant Punches. If you charge it then release it immediately, without storing it (so, let him swing his arm 10 times then release), it is significantly stronger and has a different attacking sound (a smack rather than a thump) than if you store the full charge and use it later.

In SSBM versions 1.0 and 1.1, scores for Doc, Falco, Ganon, Pichu, Young Link, and Roy in any Multi-Man Melee mode are reset to 0 when you first start a run with them (only the first time) after turning on the game. If you then play another character, you can transfer your score with those characters to other characters. Also, the game doesn't say "A New Record" for those modes in 1.0 and 1.1.

In SSBM version 1.0, if you hit past 4556.6 ft in HRC while in meter mode the game says no distance unless the sandbag was on the ground before you hit it. The old version limit is therefore around 4990 rather than 4556.6 ft. as previously believed.

Sheik and Falcon's bat smashes have 2 hits. The 2nd has purely vertical knockback. If the opponent / sandbag have any horizontal momentum whatsoever before the 2nd hit that momentum will be retained provided there is no interference. This is why if you hit with both hits the sandbag moves to the side very slowly.

You can do only the first hit of Sheik / Falcon's bat smash if you let go of A before the 2nd hit starts. With Falcon I believe the first hit alone does 30%, despite having almost no knockback.

If you switch the game to meter mode, pick Ganon in HRC, and do a single jump Warlock Punch immediately, it will be a phantom hit.

The game actually calculates fractions of a percent and adds an extra 1% to the displayed total whenever fractions exceed 1 when added. The base knockback of some attacks includes fractions.

If, beginning with undecayed moves, you do 5 of Roy's first forward-B hits, the next any attack will do 1% more than it should due to fractional percents. So, if you then use his full charge Flare Blade, it will do 51% rather than 50%.

For ICs' freeze glitch off of forward and up-throws, you can get it to work 100% of the time if you forward-B when Nana's hammer hits during the throw.

Peach's item down-throw is slightly behind her. If you face someone holding an item and you throw down, no matter how close you are the item won't hit until it first bounces off the ground and back up. If you roll to the edge and throw down it will go right by the edge of the stage.

A bat "no-ping" hit occurs when you hit with the handle of the bat. When the bag has under 120% a no-ping hit is stronger than a tipper, except with the Marios and DK, who have garbage no-ping hits.

DK has a very large no-ping hitbox.

If the sandbag is laying on its side, standing inside it and doing a bat swing with Young Link or G&W results in an auto no-ping hit.

Pikachu and Pichu can do auto no-ping hits by standing adjacent to the sandbag and swinging the wrong way. They also have weak bat smashes if you aren't quite next to the bag (like a reverse tipper).

Falcon Punch is stronger if it connects while Falcon is in the air.

You can ANGLE Falcon Punch up and down if you are holding up or down as it comes out (only works when in the air). Knockback is unaffected.

Warlock Punch has 3 hitboxes. The strongest knockback-wise is at Ganon's head and does 4% more than normal.

Sandbag has a slanted hitbox. The corner by his eyes is actually lower than the opposite corner. This is actually critical for getting the most damage out of bat drop combos, as the bat will fall more before hitting the sandbag if you drop it on the side with his eyes.

There's no move decay in frame-by-frame debug mode.

When moves are decayed they also have less lag.

The analog stick allows you to buffer inputs. For example, if you hit up to jump during the last few frames of lag, you will jump on the first possible frame since the action of hitting the stick up has multiple "on" frames, and the first possible jumping frame will likely occur during one of those "on" frames.

Fox/Falco can do a "super forward-B" by skimming off the top of a Goomba or Koopa as he begins to move forward in the forward-B.
http://www.youtube.com/watch?v=DeleRWtXr4s
(mushroom not required)

On Adventure stage 2-2 (vs. Giant DK), if you play on very hard and do not move Giant DK will suicide almost instantly 100% of the time regardless of your character.

If you face a level 9 Roy on Jungle Japes and stand towards the left edge of the rightmost platform as he respawns, he will do a reverse up-B and kill himself 100% of the time. If you stand closer to the edge he will suicide by attempting a neutral-air and falling to his death. Try doing this vs. 3 level 9 Roys simultaneously for some laughs.

Every character can make it from the right side of Hyrule, underneath, to the bottom platform without any outside assistance. Falco is the hardest to do it with - he just barely makes it.

Timers in the game take around .6 seconds to start after the game says "GO!" This includes Stadium (so BtT runs are actually a little longer than the timer indicates).

If you stand adjacent to an opponent with Kirby and face backwards, a forward-B will do a reverse sweetspot.

On Battlefield, you can cause AI to go into some sort of odd camping mode by being at the exact edge of a platform. It's easy to do by rolling to the edge of a platform with Ness or Ganondorf. Demonstration video: http://www.youtube.com/watch?v=FsGSvphhVtE

The counters in Endless and Cruel Melee internally count higher than 9999 even though it just stays at 9999 instead of going to 10000 and beyond. If you get to 65535 internally the counter reverts back to 0 and continues to loop.

Samus's extended grapple can be activated when in the air. It's great to use right off the respawn platform.

Pick Peach, go to HRC in meter mode, and get it to lay on its side without nudging it forward at all (try f-tilt and down-tilt). Then go all the way to the left edge and roll right. While the sandbag is still on the ground, you can do phantom down-smashes for huge damage.

You can get a character's stage music to play on his/her respective Break the Targets stage by holding R as you reset with Z. Can only be done if you are player 1.

In Endless Melee, opponents spawn in sets of 9 (the next wave won't begin until the 9th frame is KO'd).

Bat throws deal a half percent of damage in addition to what they normally do. So, every other bat throw does 1% extra due to the half percents getting added.

If you are facing Master Hand and Crazy Hand and they activate a combined attack as one of them is killed, the killed hand will continue to live but in the background.
Video: http://www.youtube.com/watch?v=5rrABiRe3iU

If an HRC score is zoomed in, the game will recognize a new record if it is achieved before the game goes back to the HRC character select screen.
Video: http://www.youtube.com/watch?v=9QrjR5BBQwc

In 10-Man Melee, here's a list of attacks with the MOST knockback for each character:

(Some moves here may surprise you)

Dr. Mario - Up-B
Mario - Up-B
Luigi - Up-B ‘ping' hit
Bowser - Forward-B throw / klaw strike
Peach - Up-B
Yoshi - Up-tilt
Donkey Kong - Down-B second strike
Captain Falcon - Forward-B
Ganondorf - The back kick of the down-smash
Falco - Down-B
Fox - Down-B
Ness - Up-smash up-swing
Ice Climbers - Neutral-B hammer
Kirby - Spitting an opponent at another opponent
Samus - Up-B
Zelda - Up-B
Sheik - Up-B
Link - Up-smash third strike
Young Link - Ground spin-attack
Pichu - Aerial up-A
Pikachu - Aerial up-A
Jigglypuff - Up-throw
Mewtwo - Sweetspot up-tilt
Mr. Game & Watch - Aerial back-A
Marth - Non-sweetspot up-smash
Roy - Up-B

Attacks become exponentially stronger to the point where many end up more powerful than the Home-Run Bat at high percentages. This lists out what the minimum percentages are for major attacks that send the Sandbag over the limit in the New Version (1.1 and beyond) of the game (11347.2 ft/3458.5 m). This was all tested with AR (Action Replay). I've excluded all Bat Drop combos because the height, spacing and momentum of the bat could drastically change the result. I've ordered the attacks from lowest percent (strongest) to highest percent (weakest).

* All percentages are before the hit.
* All these were done in English mode (in feet, shorter platform, lower platform)
* I only tested attacks which sent the bag over the limit under 500%
* All attacks are fully charged unless stated otherwise

Bat attacks

Bat throw down (25.5%): 396%
Tipper (20%): 410%
Midhit (20%): 413%
Bat throw-up (24.5%): 414%
Regular close-hit (20%): 416%
Bat throw-right (22.5%): 453%
Aerial Bat throw-down (20.5%): 497%

Character attacks

Roy's 41% Flare Blade: 194%
Roy's 50% Flare Blade: 205%
Roy's 36% Flare Blade: 230%
Jigglypuff's Rest (28%): 264%
Pichu's Skull Bash (39%): 273%
Peach's smash-throw down Bob-omb (38.5%): 275%
Ganondorf's 34% Warlock Punch: 276%
Peach's reverse smash throw up Bob-omb (37%): 284%
Bowser's tipper forward-smash (32.5%): 290%
Bowser's close forward-smash (32.5%): 298%
Peach's (Facing) forward-smash throw forward Bob-omb (35%): 303%
Peach's reverse tilt throw down Bob-omb (34%): 314%
Peach's dash throw Bob-omb (34%): 314%
Peach's Aerial throw down Bob-omb (34%): 314%
Ganondorf's Warlock Punch (30%): 322%
Donkey Kong's 30% GP (Ten charge): 329%
Peach's Aerial throw forward Bob-omb (32%): 337%
Donkey Kong's 28% GP (Nine charge): 355%
Marth's tippered Shield Breaker (28%): 343%
Mr. Game and Watch's Judgement 9 (32%): 347%
Captain Falcon's 27% AFP: 349%
Captain Falcon's forward-smash tilted upwards (28%): 350%
Giga Bowser's tipper forward-smash (27%): 351%
Captain Falcon's 27% Falcon Punch: 354%
Jigglypuff's forward-smash (23%): 366%
Donkey Kong's Fully Charged 30% Giant Punch: 372%
Dr. Mario's forward-smash tilted upwards (27%): 373%
Pikachu's Skull Bash (29%): 383%
Pikachu's 28% forward-smash: 383%
Captain Falcon's 25% FP: 384%
Mr. Game and Watch's forward-smash: 386%
Donkey Kong's forward-smash tilted upwards (27%): 390%

Bat throw-down: 396%

Bowser's Uncharged tippered forward-smash (24%): 397%
Luigi's Misfire (25%): 397%
Ganondorf's spaced up smash (30%): 401%
Captain Falcon's down-smash (24%): 408%
Bowser's Uncharged forward-smash (24%): 408%
Luigi's forward-smash (17%): 408%

Tipper: 410%

Ganondorf's up tilt (27%): 411%
Ganondorf's forward-smash (30%): 412%
Captain Falcon's 23% AFP: 413%
Mario's forward-smash tilted upwards(25%): 416%
Captain Falcon's 23% FP: 418%
Ness's PK Flash (36%): 418%
Pikachu's 25% forward-smash: 441%
Peach's reverse smash throw down Stitch Face Turnip (27%): 451%
Ice Climbers' co-op forward-smash (38%): 462%
Donkey Kong's down-smash (21%): 466%
Samus's forward-smash tilted upwards (20%): 471%
Falco's forward-smash (23%): 472%
Kirby's up smash (20%): 472%
Fox's up-smash (24%): 477%
Fox's forward-smash (20%): 479%
Mewtwo's down-smash (20%): 482%
Ice Climber's forward-smash (19%): 484%
Luigi's Green Missile (26%): 485%
Marth's tippered down-smash (21%): 489%
Ness's tippered forward-smash (32%): 492%
Pikachu's 24% forward-smash: 492%
Marth's tippered forward-smash (27%): 496%
Yoshi's forward-smash (21%): 497%
Mewtwo's forward-smash (27%): 499%

*Note that Roy's forward-smash fails to make the list

phew
 

L__

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When you change the language into Japanese, Jigglypuff's name on the character select screen turns into Purin, which literally translates into Pudding.

Bowser's name also changes to Koopa.
 

keeper

Smash Champion
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When you change the language into Japanese, Jigglypuff's name on the character select screen turns into Purin, which literally translates into Pudding.

Bowser's name also changes to Koopa.
Ice Climbers become "Ice Climber."
 

L__

Smash Master
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Ah, I didn't notice that one.

Also, Ganon's neutral B special lasts roughly 2 frames I think. A funny illusion you can do is, if you time walking a character or running, you can give off the illusion that you just ran through the special because the animation lasts considerably longer than the hitbox.
 

SOLAR

Smash Ace
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Feb 23, 2006
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Some tidbits.

1. In teams, if you're eliminated, you can't steal a stock until you hear the voice of the announcer.
2. Jiggs can smash DI a fully charged upsmash from sheik, tech in place, and land a rest. (low %s)
3. Peach can cancel jumps by spamming the jump button, and hop around rapidly (x, y, or up)
4. Facing away from a ledge, Fox can upthrow certain characters (fox falco cfalcon) and then doubleshine, to put the enemies far below the stage, if they do not DI the initial throw.
5. Jiggs can upthrow rest C.Falcon, but the timing is more precise than on Fox and Falco.
6. While Marth dashdances, he can use any attack in the short time he is switching directions.
7. Peaches UP B lands her on the top platform of Yoshi's Story, when used from the ground
8. Marth can short hop upair, and hit players on the top platform of Yoshi's Story.
9. Peach can shorthop, drop a turnip, land, and then catch it. (Link too, with bombs)
10. Stitchfaces that are dropped on an opponent, are as weak as regular turnips.
11. Kirby's Upthrow is a kirbycide in the center of the rainbow cruise ship.
 

keeper

Smash Champion
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Messages
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Some tidbits.

1. In teams, if you're eliminated, you can't steal a stock until you hear the voice of the announcer.
2. Jiggs can smash DI a fully charged upsmash from sheik, tech in place, and land a rest. (low %s)
3. Peach can cancel jumps by spamming the jump button, and hop around rapidly (x, y, or up)
6. While Marth dashdances, he can use any attack in the short time he is switching directions.
1.) Also, if you're killed by your teammate, you'll have no lives but it will say "0%" where your percent is.

2.) She can DI then tech Falcon Punch down too, though I don't think she can get a rest from it at all.

3.) As can: Ness, Yoshi, and Mewtwo. Sorry if I forgot someone that can DjC.

6.) Every character can do this because every character has a part to their dash dance where they're in the regular standing animation. Executing this is called a "pivot".
 

keeper

Smash Champion
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if you change it to japanese his taunt changes. same with falco. i think fox's translates to "come on" iirc. but im sure that falco says "hands off my prey".
I think he was asking about the separate languages included in PAL more.

Fox says "Kakkate Koi" in Japanese.
 
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