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Get On My Level X Melee and Ultimate Top 8 Recap
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Get On My Level X was quite a stellar Smash tournament and featured some absolutely insane gameplay. So, let's take a look at how the Top 8 went down for both Melee and Ultimate!
Delzethin Remakes Zelda's Smash Moveset
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Delzethin starts by giving a spoiler warning for The Legend of Zelda: Tears of the Kingdom, and then notes his brand new moveset works in references to past titles.
Splatoon 3's Sizzle Season 2024 Kicks Off on 6/1!
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A new season turns up the heat in Splatoon 3's Sizzle Season 2024! This summer update kicks off with a heap of bodacious content!
Nintendo Announces Switch Successor and June Direct
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Nintendo President Shuntaro Furukawa just announced two things on Nintendo’s Twitter. He stated that a June Direct will occur and that a successor to the Nintendo Switch is in the works!

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In my platform fighter I might make it so that jumping is instantaneous and snappy, no delay with jumpsquats, when you jump you immediately jump, there is still landing lag however. TBH I don't get jumpsquats in platfighters, either everyone has different jumpsquats, which just screws over the ones with very long squats, or everyone has the same jumpsquat to the point where it feels uncessary, like when I play a platfighter, or any platform, I want instantaneous jumping, since I feel more control over my character. The keeping of a landing squat already adds risk to jumping since you have to go on a cooldown to move again, but it also doesn't cause delay in how you move in the air.
Internal Frickface
Internal Frickface
i thought it was tied to how many frames jump was held before pre-jump ends, unless that's only how it works for tap-jump, idk
A_Kae
A_Kae
In smash, sh/fh is decided during the pre-jump frames. Release jump before the end and you get short hop, keep holding it until you actually become air-borne and it's a full hop.

I don't think there's anything truly necessary about jumpsquats if that's how you want your game to feel, but mechanically it provides a small buffer window for "perfectly" timed rising aerials and adds a small amount of vulnerability to jumps so they aren't a free escape option, imo just feels better too. Being fast on core movement is good but too fast can feel weird. Small decisions like this have a lot of impact on how a games plays and feels to play, so it's really important to find that right balance.
Janx_uwu
Janx_uwu
I've always had trouble gauging the strength of my stick taps in Smash - especially in a competitive match, it's really hard to do tilts and not smashes without something like tilt stick. I won't judge tho, this game may be a slower pace and therefore be easier to take time to differentiate a tilt and a flick.
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