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Lost/obscure game knowledge

Annex

Smash Ace
Joined
Jul 20, 2010
Messages
761
Location
Columbia Gorge
Having played the game since 2012, I've collected a bunch of random and obscure facts about this game. I figured I'd post them here since somebody, someday, may find them interesting, and it'd be nice to have a record before they're completely forgotten. Please contribute if you have anything to add.

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Characters have different falling animations based on whether or not they still have their jump. This is easiest to see with Pikachu who will either point his tail up or down.

The square character icons fly in on the character select screen at different speeds and in a strange order of layers. This is easiest to see in slow motion.

Samus's cannon has spikes protrude from the end during her throws.

Ness can absorb the stars that come out of Yoshi's downb.

Luigi will occasionally walk different distances in the "How To Play" video.

After using the Big Kirby glitch, Kirby (while on the floor of Dreamland) is able to hit a Luigi standing on the left platform during a certain part of his idle animation.

When Mario taunts, there is a gap between his head and body hurtbox that is larger than Fox's laser hitbox, meaning that it may be possible to shoot through Mario's neck. Give it a try.

In the opening movie, the sun being partially blocked out by the windowpane in the child's bedroom strongly resembles the smash logo.

A single move is able to occupy multiple slots in the staleness queue. This means that landing 5 hits of a multihit move completely refreshes all other moves.

Grabbing out of shield does less damage and knockback than grabbing with R.

The amount of hitstun a character receives is influenced by their weight - DK and Samus get out of hitstun noticeably faster than other characters.

Laying on the ground (the 'missed tech' state) counts as crouching and so also receives the benefits of crouch cancelling.

The sound effect for hitting an opponent is panned left and right in the stereo mix based on where on the stage the hit occurred, except that it's backwards - hits on the left side of the stage will be louder out of the right speaker and vice-versa. This is easiest to test on Sector Z. An easy fix is to swap the white and red cables when plugging in a setup.

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rip sb
:104:
 

KoRoBeNiKi

Smash Hero
Writing Team
Joined
Apr 26, 2007
Messages
5,959
Location
Brooklyn, NY
Slippi.gg
KORO#668
"Staying on the ground (the 'missed tech' state) counts as crouching and so also receives the benefits of crouch cancelling."

How'd I never notice this in 15 years. wtf.
 

lzer0

Smash Apprentice
Joined
Jan 31, 2016
Messages
102
Location
Venezuela
Slippi.gg
LULZ#434
A single move is able to occupy multiple slots in the staleness queue. This means that landing 5 hits of a multihit move completely refreshes all other moves.
This was an unintended behavior that only happens in Melee, not a 64 thing since landing a multihit move on Smash64 only counts in the stale queue as a single move, regardless of the number of times the multihit connected, which is the same behavior in the other Smash games except Melee.
 
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