Magus420
Smash Master
This is what I've come to understand on the 'invisible ceiling' glitch:
With Marth's up-b, if it's done on the ground and hits someone's shield they lose any vertical movement from knockback (up or down) they may get from being hit until they land (or maybe close to landing) again. So say it's Falco vs a Marth set @ 999% in training mode. Falco is shielding and Marth up-bs on the ground, and then Falco jumps out of shield and spikes him with a d-air. The Marth will fly horizontally and die off the side of the screen from the downwards knockback being removed. In this case, something about hitting the shield with it from the ground makes the game remove vertical knockback he may get until landing again. I'm not sure exactly what it is, but it's likely what causes other 'invisible ceiling' type knockbacks. This move may just have a very long duration on the glitch which makes it easy to do, and also doable while they're not in some upwards motion which would get that instant up to down movement shift.
DI is included with it, so if a Fox did an u-air in the same situation they just kind of flop around and drift to the side while in massive hitstun until they hit the ground/wall/whatever (yes you can tech here but there's no actual invisible ceiling so you can't tech that) or die off the bottom of the stage if you're near the edge of the stage. If they DI any bit to a side it gives them a significant amount of horizontal knockback, which when amplified at 999%, makes them go flying off the side of the screen.
Other pre-existing vertical movement can/is kept, so if Marth is hit as he's still going up after hitting the shield (like hitting a proximity mine on a platform above him) he'll fly back with a combination of the upwards movement of the up-b and horizontal (vertical is removed) knockback of the mine and little bit from the up-b too probably, and then the moment the up-b movement stops he suddenly starts falling downwards while going away. The resulting knockback looks kind of like this: /\
I don't believe this type of movement is a result of some invisible ceiling or something that you hit and makes you fall back down. I believe it's just the game incorrectly applying an accelerated fall speed when it should really be starting at 0.
I would imagine it is the result of the game using a falling speed after a certain duration of acceleration which included the time of vertical movement of something else (in this case Marth's upward movement of the up-b). So when the first upward movement stops and immediately changes to a fall speed that has already been accelerated it looks like you bounce off of an invisible ceiling. Basically you go up and then when it ends, instead of starting to accelerate downwards from zero you start with near top/top falling speed since your fall speed was already being increased (though not yet applied) during the other movement. The same/similar thing proabably happens with some countered attacks and other invisible ceiling instances.
Being on the receiving end of the glitch can often be a bad thing for non vertical attacks, especially with characters like Marth that rely on being high up to recover horizontally. In the proximity mine on the platform scenario he dies a good amount sooner with it than without since he ends up so low and out from the stage instead of being able to fall a decent while to get some distance.
With Marth's up-b, if it's done on the ground and hits someone's shield they lose any vertical movement from knockback (up or down) they may get from being hit until they land (or maybe close to landing) again. So say it's Falco vs a Marth set @ 999% in training mode. Falco is shielding and Marth up-bs on the ground, and then Falco jumps out of shield and spikes him with a d-air. The Marth will fly horizontally and die off the side of the screen from the downwards knockback being removed. In this case, something about hitting the shield with it from the ground makes the game remove vertical knockback he may get until landing again. I'm not sure exactly what it is, but it's likely what causes other 'invisible ceiling' type knockbacks. This move may just have a very long duration on the glitch which makes it easy to do, and also doable while they're not in some upwards motion which would get that instant up to down movement shift.
DI is included with it, so if a Fox did an u-air in the same situation they just kind of flop around and drift to the side while in massive hitstun until they hit the ground/wall/whatever (yes you can tech here but there's no actual invisible ceiling so you can't tech that) or die off the bottom of the stage if you're near the edge of the stage. If they DI any bit to a side it gives them a significant amount of horizontal knockback, which when amplified at 999%, makes them go flying off the side of the screen.
Other pre-existing vertical movement can/is kept, so if Marth is hit as he's still going up after hitting the shield (like hitting a proximity mine on a platform above him) he'll fly back with a combination of the upwards movement of the up-b and horizontal (vertical is removed) knockback of the mine and little bit from the up-b too probably, and then the moment the up-b movement stops he suddenly starts falling downwards while going away. The resulting knockback looks kind of like this: /\
I don't believe this type of movement is a result of some invisible ceiling or something that you hit and makes you fall back down. I believe it's just the game incorrectly applying an accelerated fall speed when it should really be starting at 0.
I would imagine it is the result of the game using a falling speed after a certain duration of acceleration which included the time of vertical movement of something else (in this case Marth's upward movement of the up-b). So when the first upward movement stops and immediately changes to a fall speed that has already been accelerated it looks like you bounce off of an invisible ceiling. Basically you go up and then when it ends, instead of starting to accelerate downwards from zero you start with near top/top falling speed since your fall speed was already being increased (though not yet applied) during the other movement. The same/similar thing proabably happens with some countered attacks and other invisible ceiling instances.
Being on the receiving end of the glitch can often be a bad thing for non vertical attacks, especially with characters like Marth that rely on being high up to recover horizontally. In the proximity mine on the platform scenario he dies a good amount sooner with it than without since he ends up so low and out from the stage instead of being able to fall a decent while to get some distance.