Melee Mechanics by KadanoMeant to be watched in 1080p. For those who are curious, here is the Avisynth script this video was created from: http://pastebin.com/ksDyTB8L I had to remove most of the original audio due to copyright issues. Here is the raw .mp4 video with the original music: mediafire.com/?japhc6sh2z83re5 (better quality than downloading it from Youtube; I recommend watching it with Potplayer: http://imouto.my/redirect/32)
0:00 Teching (Floor) 1:55 Teching (Wall and Ceiling) 2:30 PassiveWallJump (Walljumptech) 5:00 PWJ application: Marth’s walljumptech back aerial 5:40 PWJ application: Fox’s walljumptech Illusion to the ledge 5:55 Walltech intangibility information 6:30 *Double Stick DI* 12:24 how to survive Facon’s knee with Fox at 180% damage 14:32 Tech inputs during hitlag information 15:00 *Multiple Smash DI*
* FAQ * Q: “I don’t understand how tech downtime works. Can you explain? [twitter.com/paintedout/status/672435487609651200]” A: “0:49 ’A digital L/R input causes a tech downtime of 40 frames. If no downtime is active when L/R is pressed, the input also buffers a tech for 20 frames’. ← This is all there is to it. The 40 frames downtime starts at the frame you input L/R; any inputs during this downtime will trigger another downtime.” Illustration: http://i.imgur.com/HNsjPNs.png
Teching and advanced DI (Double Stick DI, Multiple Smash DI) in Super Smash Bros. MeleeMelee Mechanics by Kadano2014-09-15 | Meant to be watched in 1080p. For those who are curious, here is the Avisynth script this video was created from: http://pastebin.com/ksDyTB8L I had to remove most of the original audio due to copyright issues. Here is the raw .mp4 video with the original music: mediafire.com/?japhc6sh2z83re5 (better quality than downloading it from Youtube; I recommend watching it with Potplayer: http://imouto.my/redirect/32)
0:00 Teching (Floor) 1:55 Teching (Wall and Ceiling) 2:30 PassiveWallJump (Walljumptech) 5:00 PWJ application: Marth’s walljumptech back aerial 5:40 PWJ application: Fox’s walljumptech Illusion to the ledge 5:55 Walltech intangibility information 6:30 *Double Stick DI* 12:24 how to survive Facon’s knee with Fox at 180% damage 14:32 Tech inputs during hitlag information 15:00 *Multiple Smash DI*
* FAQ * Q: “I don’t understand how tech downtime works. Can you explain? [twitter.com/paintedout/status/672435487609651200]” A: “0:49 ’A digital L/R input causes a tech downtime of 40 frames. If no downtime is active when L/R is pressed, the input also buffers a tech for 20 frames’. ← This is all there is to it. The 40 frames downtime starts at the frame you input L/R; any inputs during this downtime will trigger another downtime.” Illustration: http://i.imgur.com/HNsjPNs.pngCapacitor mod tutorial – consistent aerial neutral B in Melee and empty pivots in Smash 4Melee Mechanics by Kadano2016-12-04 | This video explains how to stop your controller from doing aerial neutral B into the wrong direction (big problem for Samus' Charge Shot, Falco lasers, Sheik needles and many other characters in Melee). The same change also causes empty pivots in Smash 4 (for a reason unknown to me usually called "perfect pivots" by Smash 4 players, it's exactly the same technique as empty pivots in Melee though) to not change direction a second time by accident, making them much more reliable. The resetting step is only necessary on Wiis and Gamecubes with native input. On Wii U and Dolphin, it's not necessary.
Magus420’s PayPal account: http://smashboards.com/posts/18650007 My Patreon account: patreon.com/kadanoPriority, spacing, clanging and rebound | Hitbox interaction in Super Smash Bros. MeleeMelee Mechanics by Kadano2015-04-09 | Meant to be watched in 1440p60, but no idea when Youtube will enable that for this video. So 1080p60 it is (until then?). Youtube video quality is bad compared to the original files I uploaded, though, so I recommend you download them: Mediafire download link [2160p60, plays fine on quad-core PCs with PotPlayer and similar programs]: http://www.mediafire.com/download/fzn... 1440p60 version download: http://www.mediafire.com/download/29h... If this video does not play fluidly in 1080p60 for you, try disabling your browser’s hardware acceleration. It worked for me, it seems that AMD HD 6**0 cards have bugged mp4 decoding.
0:22 Timing and start-up lag 0:42 Spacing and range 1:50 Hitbox interaction 3:08 Clanging 3:43 True priority 4:30 Move staling 6:13 Hitbox ID priority 8:04 Rebound 10:21 Article hitboxes
Music: 1. Summer Gypsy by Nujabes 2. Light On The Land by Nujabes 3. A Day By Atmosphere Supreme by Nujabes 4. Balmes by Ian Pooley (Nujabes remix)
Moveset sub-page example: http://www.ssbwiki.com/Marth_(SSBM)/U... Magus420’s post on hitbox properties: http://smashboards.com/posts/10769744 My post on interaction flags, rebound animation length: http://smashboards.com/posts/17742200 Toomai’s “SSBM Hitboxes (NTSC 1.0).xlsx”: http://www.mediafire.com/download/hml...
Same file with Strong Bad’s Knockback calculator and some additions by me: http://www.mediafire.com/download/htl... Master Hand tool: http://smashboards.com/threads/313930
Magus420’s PayPal account: http://smashboards.com/posts/18650007 My Patreon account: patreon.com/kadano My PayPal account: paypal.me/kadanossbm [v5, 1440p60-cq20]Landing lag, auto-cancel and L-cancel | precise explanation and analysisMelee Mechanics by Kadano2014-12-11 | 1. Special landing lag: 0:29 2. No-impact landing lag: 1:02 3. Impact landing lag: 2:14 3a. Autocancel: 2:52 4. AttackAir landing lag: 4:09 4a. L-cancel: 4:24 Multiple L-cancel inputs: 6:38 Video of GCC inputs: 8:59
I chose to not sign up as a YouTube partner so nobody is bothered with advertising. If you appreciate these videos, it would be kind if you could donate a little amount, though.Wii U Gamecube controller adapter and Smash controller technical reviewMelee Mechanics by Kadano2014-11-29 | Smash controller part starts at 3:22.
The drivers have been updated since I created this video. More frequent polling is available now.Tumble and jump bufferingMelee Mechanics by Kadano2014-07-25 | Meant to be watched in 1080p.
Created in 30fps. Music: Veridis Quo by Daft Punk.
Damage* animations that are known to have jump buffering enabled: DamageAir1, DamageAir2, DamageAir3, (these happen after being hit with a weak attack while airborne) DamageFlyN, DamageFlyTopHitlag and directional influence (Trajectory DI, Smash DI, Automatic Smash DI)Melee Mechanics by Kadano2014-07-03 | Download: http://www.mediafire.com/watch/pd7ghvc57au6caa/A3._Hitlag_and_DI_0.02-muxed_0.mp4 Meant to be watched in 1080p. Sorry for the mediocre timing; you'll probably have to pause at some points.
The original track got deleted. I added the first somewhat decent Youtube track in I could find (Port Of Yokohama by Icebreaker International), but I'm not really happy with it. I suggest muting this video and playing some Nujabes tunes as background music.Knockback and hitstun | precise explanation and analysisMelee Mechanics by Kadano2014-06-30 | Didn't took the time for correcting the timing, sorry. You'll probably have to pause it at text-intensive times to read all of it. If it bothers you, please tell me at what times you'd like more time and I'll upload a corrected version.
Music:Introduction to develop mode and basic mechanicsMelee Mechanics by Kadano2014-06-16 | Meant to be watched in 1080p.
Music: Dream of the Shore - Bordering Another World by Eminence If you don't like it, just mute it and play your own music.
FAQ: Q: Why do you use the terms "hurtbubble" and "hitbubble" instead of "hurtbox" and "hitbox"? A: While the "-box" terms are more popular, "-bubble" is more accurate in Melee. I like being accurate.
Q: What is the meaning of "A1"? A: The letter tells you which content class this video is part of. A = basic knowledge and techniques, B = character-specific, C = machup-specific. H = uncategorized / obscure / test videos. The number is the order I created them in and also the order I recommend watching them in. Ideally, you'd go from A1 to A12 and then watch the B series videos relevant for your character(s).
Q: Why invent BPS / Base Position Stars instead of TopN? A: I didn’t know about the term TopN while creating this video. Since I read Magus using it, I now too use TopN for base position bone.Cloud Cancel ledgestallMelee Mechanics by Kadano2014-04-28 | You might need to pause the video frequently to read all of the text. I'll make this video unlisted as soon as I upload the finished videos / tutorials.