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I do not genuinely believe that moves hitting or missing due to hit and hurtboxes being located at different values on the Z axis is an intended feature of this game. Bayonetta having a thin frame? Intended. Bayonetta having a thin frame that is at certain times largely ungrabbable due to Z axis positioning? Probably not intended. Not good. You main DK, do you think the blind spots up close on his moves are intentional, despite a hitbox being attached to his limbs at that point?As I first clarified in the competitive smash page on facebook, the bayonetta "bug"is not in fact a bug and is a feature. In other words, it is 100% not an accident that Bayonetta scrunches up the way she does when she is in shield. Her z axis was probably designed that way do to her slow rolls and walk speed. Other characters also have their z axis in particular ways, at particular times that causes grabs to whiff, so it's not just mewtwo and bayonetta. This is a feature of the game and if you guys don't want Nintendo to get pissed at your accusations that it's a bug I would not share it.
The other two bugs are in fact bugs though, both of which involve corrin.
If I'm looking at it correctly, this video shows that it's possible to be in a position where both a standing grab and a dash grab will whiff Bayonetta. Not good, and something that should definitely be a key focus of testing at the moment. It largely changes the Shield > Attack > Grab > Shield aspect of the game, "better spacing" can only do so much when your initial position can make it more than difficult to grab her in any manner. Does anyone know if it's possible to pivot grab Bayonetta in the same situation, without running through her?Yeah, this is really depressing.
I really hope they fix this, this isn't anything small, and Bayonetta not being able to be grabbed from behind is a glitch and there's no beating around the bush to it.
What would make Bayonetta so special that she'd need that extra feature? Why would her get that and not any other character? It's not like she lacks power or anything to justify microbuffs like that, but one has to argue how "micro" a buff like that is when this is a thing that can happen.
This is the same video that was linked in the OP, but watch that video again and let that sink in. And some people call Melee glitchy...
A lot of the issues with riffing a grab are being too close to her.Let's be more civil.
I do not genuinely believe that moves hitting or missing due to hit and hurtboxes being located at different values on the Z axis is an intended feature of this game. Bayonetta having a thin frame? Intended. Bayonetta having a thin frame that is at certain times largely ungrabbable due to Z axis positioning? Probably not intended. Not good. You main DK, do you think the blind spots up close on his moves are intentional, despite a hitbox being attached to his limbs at that point?
I too would avoid calling it a bug but I definitely don't think it's intentional and I definitely think the game would be better without it, similar how to the game would be better if DK didn't have z-axis related blind spots, and Brawl would have been better if D3 didn't have extra "invulnerability" on his spotdodge due to the Z axis.
If I'm looking at it correctly, this video shows that it's possible to be in a position where both a standing grab and a dash grab will whiff Bayonetta. Not good, and something that should definitely be a key focus of testing at the moment. It largely changes the Shield > Attack > Grab > Shield aspect of the game, "better spacing" can only do so much when your initial position can make it more than difficult to grab her in any manner. Does anyone know if it's possible to pivot grab Bayonetta in the same situation, without running through her?
It's what I said, basically.Not good, and something that should definitely be a key focus of testing at the moment.
Depends what you think of this.Just for further reference, the grab thing with Bayonetta only happens when she's shielding?
...Basic answer is yes, then?Depends what you think of this.
https://twitter.com/MGN_GNN/status/695855852872269825
To me it looks more like the grab is going past her thin frame in this instance (ie. not Z axis related?), but it's certainly... questionable, and very similar.
This actually happens a lot to dashgrabs, more noticeable for those with long range like MK or Falcon's, but it IS a thing.Depends what you think of this.
https://twitter.com/MGN_GNN/status/695855852872269825
To me it looks more like the grab is going past her thin frame in this instance (ie. not Z axis related?), but it's certainly... questionable, and very similar.
I'm not surprised as Pac-Man whiffs his dash grab on a lot of people and I wouldn't be surprised if it was everyone cause I can't think of one it doesn't whiff on.Bayonetta is not ungrabbable but she messed with how grabs work on her.
Source: https://www.reddit.com/r/smashbros/comments/454mqt/bayonetta_is_broken_cannot_be_dash_grabbed_by/
Corrin's stuff are legit gliches though from what I can see.
There's also a glitch on Umbra Witch Tower where you can phase through it from the bottom... I think IsmaR has a video on it. Is that game-breaking? No, but it's a bug nevertheless. Also, Sonic players mentioned something about BCC or something... I don't know what that is.There's a glitch with Toon Link's tether (and probably other tethers as well) on Lylat where the tether often fails for no apparent reason, leaving him stuck in his tether animation as he falls to his death. His upbs also weren't affected by the 1.0.6. patch, and don't slope up to Lylat's ledge if it tilts as he upbs. There's also a glitch with TL's zair (and probably other zairs as well) where zairing after an airdodge causes him to still get the landing lag from an airdodge, even long after the airdodge would have finished.
holy **** yes it is omgIs the c-stick momentum bug "competitively harmful"??
BSBSAlso, Sonic players mentioned something about BCC or something... I don't know what that is.
Yeah, that! Which also has more names...BSBS
Brawl Spin (Spring?) Bug Stance
I have no idea why they chose that name as it has a long context and is not entirely related to this game's bug, but in Smash 4, if Sonic lands while performing the spinning animation of either Spin Charge or Spin Dash, he loses his ability to jump out of it, that he would have if the move was initiated in the ground, or tries to jump before touching the ground.
pretty sure not too many people are aware of this but there's also a bug where if sonic initiates either his side B or down B in the air and lands and stops, the next time he uses either move while still having not left the ground he won't be able to jump out of either spin attack once he jumps up.
This also makes it so he can't use his neutral B Homing Attack again if he used the move and then used side/down special while airborne. Usually once you land on the ground with Homing Attack your allowed to use the move again but if you land and stop after using Homing attack with one of those special and then reuse the same special again and jump and attempt to do homing attack the game still thinks you haven't touched the ground yet and thus you now have no 2nd jump or ability to homing attack when you should be able to.
Here is a compiled list of ways you can activate this bug That the sonic boards has put together since release.
here is also what each abbreviation is for
SDJ/SCJ - spin dash/charge jump
SDR/SCR - spin dash/charge roll
ASC/ASD - Aerial spin charge/dash
VSDJ/VSCJ vertial spin dash/charge jump
- You can't double jump out of a SDJ/SCJ that derives from an aerial SD/SC, even if you release those on the ground (i.e.: start them on the air, land and then release them). You can, however, use HA, Spring, air dodge or any aerial to get out of the SDJ/SCJ animation. Also, you can still double jump if you had it available before the ASC/ASD, but only if the SDR/SCR runs off the platform;
- If you shield cancel an aerial SD (or shield cancel a charge jump from an aerial SD), the game will consider any following SDR/SCR to be a SDR/SCR from a ASD/ASC: you won't be able to jump out of it;
- if you fastfall a SDJ/SCJ and land without dodging or attacking, you'll lose the ability to double jump out of any subsequent SDJ/SCJ. No matter what you do, you'll have to jump and touch the ground again in order to regain your ability to double jump out of a SDJ/SCJ that allows double-jumping;
- I've come to the conclusion that the reason behind this SDR shenanigans is due to a certain new mechanic that I'll explain further in the next few sentences. Sonic has two stances: normal, which is, well, your usual stance and Brawl Spring Bug stance (BSBS), which is when the game makes you unable to double jump out of a SDJ/SCJ (similar to how we were unable to double jump in Brawl after a Spring jump that met certain conditions);
- The BSBS basically means that you're standing on the ground but in a state in which the game thinks you're still in the aerial spin which came from an ASD or ASC. Therefore, any subsequent SDR/SCR you do while in this state will actually make that new, grounded SDR/SCR act like an aerial SDR/SCR (from an aerial Spin Special - SD or SC);
- However, that is not all. Fastfalling a SDJ/SCJ and doing nothing before landing will also trigger BSBS (fastfalling from greater heights so you can actually get out of the spinning animation before landing will not trigger BSBS, though);
- Also, if you don't have your double jump available AND enter BSBS, you won't even be able to double jump out of SD's hop;
- To add to that, if you fastfall a SDJ/SCJ while in BSBS, you'll definitely lose your double jump (even if you had it beforehand). Yep, jumping out of a SDR/SCR off the platform or out of SD's hop is just not going to happen;
- Some examples that end being straight up BSBS:
- Fastfall while still spinning: SDJ/SCJ, VSDJ, SDSH;
- ASD/ASC->land->full stop while on the ground;
- ASD/ASC->land->SDR/SCR off the platform->land->...->full stop while on the ground (the SDR/SCR off the platform CAN be jump cancelled, but only if you had your double jump available before the ASD/ASC. However, when it touches the ground again, it's BSBS all over again);
- SCASD (shield cancelled aerial Spin Dash);
- SCVSDJ2AAASDTINRAIICSYCTDAVSDJ2 (shield cancelled vertical Spin Dash jump 2 after an aerial Spin Dash that is not released and is instead charged so you can then do a vertical Spin Dash jump 2);
Guessing this is the same deal with RCO lag and Wario in the air or ground confusion? I feel like these are sort of like "oversights" and I put them in quotes for a looser meaning. What mean by this is that they are kind of minute problems that in a more chaotic environment like FFA and teams, people won't really notice since there's too much else going on. I mean, if Meta Knight lands with RCO lag and there's 3 people trying to murder him, it's kind of pointless since he's going to die compared to only 1 person going after him in 1v1 and everyone who knows about it can see the problem. It's probably the game freaking out and not knowing what's happening, so it tries to do something about it without breaking the entire game. The Wario thing was fixed since it was probably easy to code something to "tag" him correctly if he's in the air or on the ground. For RCO and Sonic's Spring Jump glitch, there might be other factors, but they're not as fatal or "stupid" like with the game not recognizing which state Wario's in.That bug with sonic has been in the game since launch and still has yet to be fixed unfortunately. Its irritating tbh given that its such a minute thing that creating visual footage is difficult. The sonic boards did make a video breaking down the bug but I feel it became alittle to technical and the overall goal of the video became lost. I'm still hoping that at some point someone is able to find a way to get the dev teams attention so that this can get fixed......although at this point it may be too late.
Elwind peetering out when there's just one blade left? I get that.
Not being able to ledgesnap with that one blade though....
To be honest this half up B is a giant misstake for too many reasons, so I feel like this is also intended.I don't know if this belongs here, but if Robin only has one Elwind use left and tries to recover, then they can't ledgesnap, even if they're right next to the ledge.
Actually, Z-axis evasion is a common deliberate balance decision in SSB4. Examples include Little Mac's Straight Lunge charge and Mega Man's crouch. Not saying those specific examples are intentional, though.I do not genuinely believe that moves hitting or missing due to hit and hurtboxes being located at different values on the Z axis is an intended feature of this game. Bayonetta having a thin frame? Intended. Bayonetta having a thin frame that is at certain times largely ungrabbable due to Z axis positioning? Probably not intended. Not good. You main DK, do you think the blind spots up close on his moves are intentional, despite a hitbox being attached to his limbs at that point?
Here's the video I promised showcasing this.I actually think this has been a thing for a very long time, but it's been bothering me for a while especially since he's my main.
When Bowser Jr. uses his up-b eject and is out of his kart, if somebody tries to stage spike him or do anything, even if he techs the stage, he will retain all momentum, so even if I tech I will still die. This has killed many, many matches and is a major problem for Bowser Jr. mains. I will go make a video showcasing this so it can be clearly visible and understandable.
This is especially harmful to me and other Bowser Jr. mains in tournament settings; I've lost a few tournament matches (real life tournaments) because I was hit to the stage, teched, but still bounced away due to this. It makes it to where even if you apply the skill and state-of-mind to tech a potential stock-taking move, it doesn't matter because the character is busted in this manner.
I don`t really see this ever becoming a big problem, it is hard to set up, and seasm to be almost random from what i have experienced. Obviously i want this to be removed, but if it does not, i highly daubt i it will have any relevance in the long run.I'll leave this here.
Good post, but question for you. How could it be an oversight by the development team when every persons grab was designed differently? It was no accident that each one character grabs the way he or she does. And in my opinion the fact that Bayonetta scrunches up the way that she does when in shield was also deliberate. The fact that only a few characters are affected (ironically all top tier characters...or is it?) Shows they knew what they were doing. I would however argue that unlike the other things they introduced to make characters different, this special characteristic is more glaring than others, which brings ppl to believe it was an oversight.Some z axis stff was intended, or doesn't really affect competitive play.
Look at Luigi's crouch: he can crouch under fox's lasers, but only because they go behind his head.
Go to flat zone and you can't do that.
With bayonetta, it doesn't look like a bug, moreso an oversight. When sheik dash grabs that close, she bends down and it almost looks like she's trying to dash grab between her her legs because of how thin bayonetta is.
But we probably need another patch to fix these glitches.
Pretty sure the leg positioning is purely an aesthetics decision, and the occasional missed grabs require a number of specific qualities that makes it feel not intentional: starting with the fact it has to be backwards, grab low, and be very close to her.Good post, but question for you. How could it be an oversight by the development team when every persons grab was designed differently? It was no accident that each one character grabs the way he or she does. And in my opinion the fact that Bayonetta scrunches up the way that she does when in shield was also deliberate. The fact that only a few characters are affected (ironically all top tier characters...or is it?) Shows they knew what they were doing. I would however argue that unlike the other things they introduced to make characters different, this special characteristic is more glaring than others, which brings ppl to believe it was an oversight.