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Work In Progress Moves that don't work correctly

TheReflexWonder

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This thread is not about "this move is too good" or "that move should be better." It is about certain moves not connecting as (what would likely be) intended for one reason or another, in a way that hurts the move's usability.

Example: With significant Rage, Wario's Up-B linking hits will never lead into the strong final hit; they always pop out beforehand.

If you can think of any for your character, post them. Bonus points if you can describe the problem in detail ("D-Air multi-hit sends them too far away to link correctly" is better than "D-Air doesn't link correctly"). Knowing if Rage or character movement exacerbates the issue would be good. Super bonus points for a video clip of testing this, as long as it's not intended to be funny/clearly an unrealistic position.

Ideally, it could be a resource for the developers, since they seem to be interested in fixing these sorts of things (see Falco N-Air, Ganondorf N-Air) but may not know many examples of it happening. I'd like to test them and get the information out there, not only to help people understand the game better, but perhaps to fix unintended issues in the game in the future.

I'll compile a list, test what needs to be tested, etc.

:4bowser:Bowser:

:4bowserjr:Bowser Jr.:

:4falcon:Captain Falcon:

:4charizard:Charizard:

:4darkpit:Dark Pit:

:4diddy:Diddy Kong:

:4dk:Donkey Kong:

:4drmario:Dr. Mario: Down-Aerial's landing hitbox has a Ground-Only flag, making it almost never hit. Down-Special doesn't seem to link correctly when started on the ground.

:4duckhunt:Duck Hunt: All Smash attacks have trouble linking correctly. The first shot of each Smash attack often sends the opponent too far away to link. Down-Smash can be teched before the second shot comes out.
Up-Aerial has trouble linking into the final hit when Duck Hunt is falling downward.

:4falco:Falco:

:4fox:Fox:

:4ganondorf:Ganondorf: Down-Smash's first hit has a weak hitbox on his thigh that sends people slightly forward. Down-Smash's second hit pulls opponents toward Ganondorf when it hits a shield.

:4greninja:Greninja:

:4myfriends:Ike:

:4jigglypuff:Jigglypuff: Opponents retain momentum when put to sleep by Up-Special. Say, if Captain Falcon uses his Forward-Smash as he starts moving and is put to sleep, he will slide to the other side of the stage.

:4dedede:King Dedede: Up-Smash hitbox has a blind spot between Dedede and his hammer on the first active frame.

:4kirby:Kirby:

:4link:Link:

:4littlemac:Little Mac:

:4lucario:Lucario:

:4lucas:Lucas: Down-Smash second and third hitboxes cannot hit an opponent if the first hitbox has hit them or their shield.

:4lucina:Lucina:

:4luigi:Luigi:

:4mario:Mario:

:4marth:Marth:

:4megaman:Mega Man:

:4metaknight:Meta Knight: Up-Special will not link into the second hit with significant Rage.

:4mewtwo:Mewtwo:

:4miibrawl:Mii Brawler:

:4miigun:Mii Gunner:

:4miisword:Mii Swordfighter:

:4gaw:Mr. Game and Watch:

:4ness:Ness:

:4olimar:Olimar:

:4pacman:Pac-Man: Forward-Tilt's range decreases if used on the same frame you start walking forward.

:4palutena:Palutena:

:4peach:Peach:

:4pikachu:Pikachu:

:4pit:Pit:

:4rob:R.O.B.:

:4robinm:Robin:

:rosalina:Rosalina and Luma:

:4feroy:Roy:

:4ryu:Ryu:

:4samus:Samus: Up-Smash does not link into the final hit reliably.

:4sheik:Sheik: Forward-Smash's first hit can send the opponent too far forward to link into the second hit.

:4shulk:Shulk: Shulk's two-hit attacks often miss after the weak initial hitbox on Forward-Smash, Up-Smash, Up-Aerial, Down-Aerial, and Up-Special.

:4sonic:Sonic: Brawl Spring Bug Stance prevents Sonic from being able to use a mid-air jump because the game still considers him to be in an aerial special state.
  • 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
:4tlink:Toon Link:

:4villager:Villager:

:4wario:Wario: Jab1 does not link into Jab2 at mid to high percents.
Up-Special does not link into final hit if steered far to the left or right, and it never links if Wario has significant Rage.

:4wiifit:Wii Fit Trainer: Jab2 does not have enough hitstun to link into Jab3 against fastfallers or characters with Frame 1 invincibility.

:4yoshi:Yoshi:

:4zelda:Zelda:

:4zss:Zero Suit Samus: Up-Special will not link into the final hit with significant Rage.
 
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Jaxas

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This thread is not about "this move is too good" or "that move should be better." It is about certain moves not connecting as (what would likely be) intended for one reason or another, in a way that hurts the moves usability.

Example: With significant Rage, Wario's Up-B linking hits will never lead into the strong final hit; they always pop out beforehand.

If you can think of any for your character, post them. Bonus points if you can describe the problem in detail ("D-Air multi-hit sends them too far away to link correctly" is better than "D-Air doesn't link correctly"). Knowing if Rage or character movement exacerbates the issue would be good. Super bonus points for a video clip of testing this, as long as it's not intended to be funny/clearly an unrealistic position.

Ideally, it could be a resource for the developers, since they seem to be interested in fixing these sorts of things (see Falco N-Air, Ganondorf N-Air) but may not know many examples of it happening. I'd like to test them and get the information out there, not only to help people understand the game better, but perhaps to fix unintended issues in the game in the future.

I'll compile a list, test what needs to be tested, etc.
I'm not sure if it counts, but Sheik's Jab 2 -> Rapid Jab transition doesn't work against characters with F3 Nairs (essentially just making jab unsafe on hit as long as they react in time). Rapid Jab -> Finisher also has this issue, though it's somewhat unreliable.

Falco's Jab does this as well, from what I've heard.
 

TheReflexWonder

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I'm not sure if it counts, but Sheik's Jab 2 -> Rapid Jab transition doesn't work against characters with F3 Nairs (essentially just making jab unsafe on hit as long as they react in time). Rapid Jab -> Finisher also has this issue, though it's somewhat unreliable.

Falco's Jab does this as well, from what I've heard.
Sheik's Jab2 does not have fixed BKB/KBG, so there must be a certain amount of damage where it stops working, and Rage probably lowers that percent, too. Does this exclude certain fastfallers, who would otherwise incur landing lag before they could use an aerial, jump, or shield?

Falco's Jab2 does not have fixed BKB/KBG, either, and I know that Falco's transition into a Rapid Jab can be made faster if you keep tapping A instead of just holding the button. Not sure if what you're suggesting falls prey to this even if you make it go as fast as possible, though.
 
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adom4

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Ganon's D-smash has a hitbox on the thigh that doesn't link properly into the 2nd hit.
Also i'm not sure if they tried to fix Ganon's N-air, since melee it never really linked properly, it was a very random buff.
 

A2ZOMG

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Ganon's D-smash has a hitbox on the thigh that doesn't link properly into the 2nd hit.
Also i'm not sure if they tried to fix Ganon's N-air, since melee it never really linked properly, it was a very random buff.
Yeah non reversible 1st hit on D-smash would help a lot. The 2nd hit for some idiotic reason also pulls people inwards on shield because that part for some reason is non-reversible in the forwards facing orientation instead...

Furthermore Ganon N-air middle hitbox has 0 bkb...

Mario and Dr. Mario Tornados have issues where the final hit does not properly combo and can be interrupted by aerials.
 

Eight_SixtyFour

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The grounded version of Dr. Tornado has that problem. To my knowledge, the aerial version does not have such a problem. Have you been interrupted when using the aerial version?

Edit: Speaking of Dr.Tornado, there's this weird glitch.

http://smashboards.com/threads/dear...ts-too-late-the-cyclone-hitlag-glitch.420602/

Essentially, you can only mash on certain frames if you hit an opponent with the Tornado. Mistime the mashes and you fall to your death.
 
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A2ZOMG

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The grounded version of Dr. Tornado has that problem. To my knowledge, the aerial version does not have such a problem. Have you been interrupted when using the aerial version?

Edit: Speaking of Dr.Tornado, there's this weird glitch.

http://smashboards.com/threads/dear...ts-too-late-the-cyclone-hitlag-glitch.420602/

Essentially, you can only mash on certain frames if you hit an opponent with the Tornado. Mistime the mashes and you fall to your death.
Aerial version is fine yeah. It's the grounded version that's weird.

Also Doc D-air for some nonsensical reason has a Grounded Only landing hitbox.
 
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UberMadman

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Bowser Jr's jab is just... unfunctional. I'm pretty sure it's intentional because the jab finisher is actually a K.O. move if you land it, but the rapid jab doesn't properly combo into the finisher, can be escaped without DI at percents higher than about 50, and has about 40 frames of endlag after jab 2, meaning you pretty much must commit to the near useless rapid jab. Ugh.
 

Nidtendofreak

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Ike's Aether may not properly link on Wario. It actually came up during your match against Ryo when we were watching it and talking in skype. Just something about his properties apparently makes it so he can fall out or at least escape the last hit frequently when he shouldn't. Never really tested it myself but it did seem to happen once in that set.

Aether's hitbox is also wonky, way more in front of Ike. To the point where if Ike is spinning at the top you can kinda hop onto his back and take no damage at all. Either the hitbox needs to be shifted backwards, or more ideally the hitbox needs to be expanded backwards. Just shifting it backwards might leave him overly vulnerable in the front.

Fsmash doesn't have a hitbox right away. Cost Ryuga a game at I think it was BH5 where his opponent was touching the back of the sword as he released the Fsmash but nothing happened.

Don't know if this qualifies but Ike's Dair is out a looooot longer than the active frames. He has 2 active frames on the Dair and over 15 frames where the sword is out and below him. So there's roughly 15 frames where the sword just goes through people doing nothing.

Last example that I doubt qualifies but I'll throw it out there: Ike's Dsmash doesn't hit as low as you think it would. Makes its one remotely possible niche as a smash attack (hitting below the stage edge) basically non-existant.
 
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FullMoon

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Greninja's F-Smash and D-Smash have a small blindspot right in front of him though I think D-Smash's is harder to get.

Sweetspot Up-Smash sometimes fails to link into the second hit, you can see that here
 
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PND

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Going off the DeDeDe example: Little Mac's Fsmash has blind spot right in front of him.

A minor annoyance, but my Amiibo has absolutely no concept of its existence. Mac will break a shield, then whiff 3-4 Fsmashes while going for the punish.
 

GS3K

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Regarding :4miigun:'s up and down smashes, it's possible for the opponent to fall out before the last hit. Not really noticeable on a guest sized mii, but the smaller sizes (25/0 and 0/0) has a higher chance of it happening.
 

LancerStaff

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Assuming it's just linking issues and not the most likely intentional hitbox not matching the animation issues...

Pit and Dark Pit might as well be the same section.

Usmash's fist hit doesn't link into the second at higher percents, but links into the third anyway.

Usmash's second hit doesn't link into the third if it hits on the fringes, but instead knocks the opponent down to the ground.

Usmash also has a blind spot within Pit, big enough to fit most characters his size in.

Jab 1 doesn't properly link into Jab 2 with higher KB, but it does link into Jab 3 and Rapid Jab anyway. (Might be a dead zone on certain characters, but I've never had Pit's Jab not eventually link into the third hit nor have heard of this happening.)

Rapid Jab can be escaped before the finisher by almost any character at any % if Pit hit with Jab 1 or 2 beforehand. Even after the buff you can escape by getting too close or too far. (It also only does 1% more then a normal Jab combo, so it's not like it's really rewarding either.)

Speaking of which, Dark Pit never got the increased hitbox size on the Rapid Jab finisher. Technically not the type of thing you want brought up, but this is clearly a special case.

Fsmash doesn't link properly on certain characters at really high percents and Rage, usually happens against Link and Dorf.

Nair generally doesn't link into the final hit strongly, and can be escaped or otherwise have people fall out at almost any percent. Especially noticeable when doing a fullhop Nair on Mario-sized, grounded opponents.

Fair has a blind spot big enough to fit Mario between Pit and the hitbox if Pit and/or Mario keeps moving forward.

Dtilt has a similar gap.

And lastly, Uspecial has issues with grabbing the ledge. Doesn't grab while facing away, and doesn't grab until halfway through when facing forward. These issues have easy workarounds and may be intentional, but it's not like there's tips telling you about them either.
 

zblaqk

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Well, Samus has an Upsmash that has issues connecting (they generally just fall out of it), a ftilit that has a hurbox at the end of it, a jab that can be hit out of, shielded, spotdodged etc. (can somewhat be mitigated by crouch cancelling I guess) at relatively high percentages, a dair (that although is good when it hits) has mismatching animations and hitboxes, an fsmash that has a pretty large blindspot closer to Samus as well as an overly extended hurtbox. Those are most I think?
 

Vyrnx

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Well, Samus has an Upsmash that has issues connecting (they generally just fall out of it), a ftilit that has a hurbox at the end of it, a jab that can be hit out of, shielded, spotdodged etc. (can somewhat be mitigated by crouch cancelling I guess) at relatively high percentages, a dair (that although is good when it hits) has mismatching animations and hitboxes, an fsmash that has a pretty large blindspot closer to Samus as well as an overly extended hurtbox. Those are most I think?
I don't know whether fsmash's inner blindspot or jab would count since those are intentional designs. Ftilt having a hurtbox also is by design, and is a feature of a lot of tilts in the game, it isn't unique to Samus or a design glitch.

Dair not following the animation is an issue (as the samus boards have said, if this move were buffed so it matched the animation, it would be the best dair in the game, a worthy buff imo but anyways...). Up smash is really weird, it works alright but when it messes up we don't really know why... The first two hitboxes drop opponents if they come in at weird angles, but sometimes very occasionally the later hitboxes will mess up. Fsmash has a whiff spot at the tip where the edge of the explosion will sometimes not hit the opponent. It has to do with how many frames the hitbox is active but the animation is still weird. The first hit of up b does not always link to the rest of the hits. Nair, when used very, very close to the ground has an animation but no hitbox. Dash attack when used too close to an opponent will show a spark coming off the opponent but the active hitbox has passed their hurtbox.
 
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DanGR

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I doubt anyone really wants to acknowledge this one, but ZSS upb hits don't link all the time. Neither does MK upb hit1->2. DI is obviously a major factor here. Intended? Unintended?

Fox upair hit1->2 doesn't link on some characters at kill percents if you smashDI upwards. (Or so I heard. It's worth looking into, at least.)

Edit: I wanna say I've dropped swordfighter's upsmash combo with shortest/smallest, but I could be misremembering things. Also, chakram doesn't link as well as it seems it was intended to link. You can DI away to avoid many of the hits.
 
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Scarhi

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Shulk's Fsmash has a small blind spot right in front of him (I believe it only occurs against some characters when they are moving towards Shulk)

Against most characters, Shulk's upB doesn't link properly into the second hit if Shulk has significant rage. (it pops them up too high)
It might be intended though, since the first hit does have a sweetspot that links every time into the second hit, but the hitbox is a little below Shulk (the beginning of the attack) so you'll never land it if both characters are standing on the ground.
 

Charey

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Charizard's Rock Smash Doesn't B-reverse properly, when b-reversed the shards come from Zard's belly rather then from the rock.
 

Sean de Lure

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zss's utilt sometimes does not connect properly, more noticeable at high % (when I tried killing with it after I spotdodge a move)
It also seems to connect less on floatier characters

Also this is a rare instance but I guess it should be mentioned, Charizard's flare blitz can be fallen out of, only taking the first hit.
This does not appear to be % based because it links perfectly at max %, but perhaps positioning and SDI are the biggest factors

I feel like there might be some more I know of, I'll come back when I'm less tired
 

⑨ball

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WFT jab 1(front and back) has hitbox issues that make it pass through opponents

WFT jab 2 lacks enough hitstun to correctly link into jab 3 allowing fast fallers to shield and characters with fast options to breakout mid-combo

Most vexing is probably the startup hitbox on WFT's usmash...is non-existent. I remember @Indigo Jeans said he thought it was the remains of a scrapped idea leftover in the data. However, I recall it being nerfed in one of these patches which is strange if it wasn't something that was intended.
 

Paper Maribro

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Pac Man

FTilt: Will whiff at max range if the move is input on the same frame he starts walking http://smashboards.com/threads/pac-man-f-tilt-glitch.412274/

Fsmash: Will whiff if you are too close to your opponent, typically after a hydrant water Dash Fsmash (this has happened to me so many times). I think it's because not all of his hand is a hitbox so when he gets so close to his opponent that he clips through, the attack whiffs.

Usmash: Sometimes will not properly link if the opponent is in bell stun, not quite sure why as sometimes it works fine but on other occasions only the first hitbox hits.

Dair: Doesn't suck opponents into the attack properly so the proper linking of the attack is situational at best. Rising Dair usually connects properly so long as you don't move too much left or right.

Dash Grab/Pivot Grab: Hand is a blindspot. Just like Fsmash but much more prevalent in normal play due to less of the hand functioning as a grab box

Possible others that I can't test rn:

Dtilt: I seem to remember this has a blindspot at point blank but I could be wrong.

Dsmash: Could function like Fsmash but I'm not sure.

I think that covers it.
 

outfoxd

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Duck Hunt

Upsmash: characters often fall out after the second hit, before the smash hitbox.

Dsmash: Opponents often slide out of the attack during the first or second hit.

Fsmash: opponents tend to slide out after the first or second hit.

Dair: while falling its possible for the first hitbox to not link to the spiking hitbox.

Can: lots of weird stuff. Off the top of my head, falcos reflector can lock it to where DH can't shoot the can. You have to hit it or otherwise let it blow up.
 

Nah

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Falco Phantasm doesn't hit for the last 1/3 or so of the move.

I have a hard time believing that's completely intentional, since Fox Illusion has a hitbox for the whole move.
 
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TheReflexWonder

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I doubt anyone really wants to acknowledge this one, but ZSS upb hits don't link all the time. Neither does MK upb hit1->2. DI is obviously a major factor here. Intended? Unintended?

Fox upair hit1->2 doesn't link on some characters at kill percents if you smashDI upwards. (Or so I heard. It's worth looking into, at least.)
(S)DI is part of the game, though, and not really a problem. I think your Up-B examples are the result of Rage sending them too far, though, rather than DI (which I would call an issue). I know that ZSS's Up-B in particular has a 0x hitlag multiplier after the first hit, though.
 

Rizen

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:4link:'s Fsmash 1 can pop light floaty characters up so his Fsmash 2 misses at high %s. His aerial upB also is very inconsistent hitting floaty characters with the final hit.
 

~ Gheb ~

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:4wario:Wario: Jab1 does not link into Jab2 at mid to high percents.
I guess I'll never understand why that's a thing. Wario's jabs used to link perfectly fine, then the devs suddenly "fixed" it in one of the later patches and now it doesn't work anymore.

:059:
 

NotAnAdmin

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Falco's upsmash still wiffs, but not as much as before.

I'm not the first to complain about his phantasm and I don't think I'll be the last.
 
D

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Zelda's F-Tilt missing up close to human characters. (and possibly others)



pls
 

Zapp Branniglenn

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:4bowser: has one of the most character-detrimenting bugs in the form of Bowsercide. It's bugged in the sense that whether the move results in both characters dying at once or Bowser dying first is inconsistent. From our testing we found that the verdict is decided by Bowser's vertical position (axis) upon grabbing the target. So grabbing from the ground on stages and platforms of stages will give you consistent results if they never move up or down. Grabbing from the air is a coin flip. On Smashville, grabbing from the ground of the stage kills both characters, but grabbing from the platform results in Bowser's death. The only mystery we can't solve is why omega forms are not consistent when they supposedly have the same boundaries.

The reason this bug is so significant is that the opponent is in fact being released from the move at a neutral position above the bottom boundary of the stage. I used to keep a running list of characters who can return to the ledge from a Bowsercide - about half the roster depending on whether customs are considered or if you're playing on an omega form.

This version of the Bowsercide bug was created in 1.04 (Wii U NA release). And it exists because they had to fix this glitch. Bowsercide was bugged on the 3DS version too, but in reverse. Bowser was being released before death on some stages and altitudes.

Beyond that, there are some other issues, but they're not as game breaking. Jab 2 does not true combo from the far hit of Jab 1 on several characters (about 20 at most). These characters can double jump away. Bowser's Side B grab hitbox will whiff on characters if he uses it at a run, or if the other guy is walking into him. Most notably on human proportioned opponents, but anybody thinner than Wario seems to be affected. It has no trouble grabbing people low to the ground, I just think it's significant that a grab whiffs at point blank, when grabs are designed specifically to never do that. Bowser Bomb will fail to connect its rising hit with its falling hit when he has sufficient rage. There's no issue in true comboing the moves, the issue is light characters getting hit too far away when they use no DI. It's weight based knockback that's poorly optimized for landing the rising hit at the edge of its range.
 

Amazing Ampharos

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I don't know to what extent Rosalina can be discussed here. All of her moves behave in generally reasonable ways in themselves, but Luma has a lot of little AI quirks that are really not very kind to her (how often he just refuses to cooperate with running up smashes in particular is really annoying). Manipulating Luma is a core part of the character so in that sense the times Luma doesn't do his job is just a part of the deal with playing her, but when Luma just watches me usmash someone at a time when Luma's hit would have killed, I get a little annoyed even after maining this character for a year.

If Bowser or DK is buried in the ground when Sonic goes to usmash them, Sonic's usmash will often fail to combo correctly. Bowser in particular has a really easy time getting out; Hammer Spin Dash to up smash doesn't combo against Bowser into a kill until something crazy like 400% (I don't remember the exact number other than that it was higher than will ever occur in realistic gameplay). Very rarely Charizard or DDD seem to get out as well, but most of the time it works on them (I haven't been able to figure out the deal when they drop other than that it's really rare). This combo always works against every other character too so I can't imagine this was intended behavior; the linking hits of Sonic's usmash are just slightly too weak to combo against a grounded opponent if that opponent is one of the largest and heaviest in the game.

Mr. Game & Watch retains momentum when absorbing things with the bucket in this game which can create tragic outcomes. If he pulls out his bucket while moving at max speed in the air while many energy projectiles are flying, he can easily keep absorbing stuff and keep flying eventually off-stage committed to the bucket until he's been thrown too far to recover. I've actually died a few times in doubles this way; as obnoxious as bucket braking was from a design perspective, this is really worse.

Moving opponents get out of Charizard usmash a lot. I haven't documented it better than that which is a shame, but compared to something like Link's usmash, it's very unreliable.
 

TheReflexWonder

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If Bowser or DK is buried in the ground when Sonic goes to usmash them, Sonic's usmash will often fail to combo correctly. Bowser in particular has a really easy time getting out; Hammer Spin Dash to up smash doesn't combo against Bowser into a kill until something crazy like 400% (I don't remember the exact number other than that it was higher than will ever occur in realistic gameplay). Very rarely Charizard or DDD seem to get out as well, but most of the time it works on them (I haven't been able to figure out the deal when they drop other than that it's really rare). This combo always works against every other character too so I can't imagine this was intended behavior; the linking hits of Sonic's usmash are just slightly too weak to combo against a grounded opponent if that opponent is one of the largest and heaviest in the game.
Bowser's "Tough Guy" armor causes him to avoid the knockback from Sonic's U-Smash linking hits.
 

Zapp Branniglenn

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Bowser's "Tough Guy" armor causes him to avoid the knockback from Sonic's U-Smash linking hits.
No. To know whether or not Tough Guy is affecting something, you count however many instances of damage are happening in slow motion and see if it adds up to the combo counter. Have Bowser Uthrow a regular character and then Uthrow a Bowser and you'll see what I mean. Damage is delivered, but since those hits don't have the knockback to make him flinch, the combo counter doesn't register.

On Sonic's Usmash, Hits 2-7 are weight based. It's Bowser's weight that lets him fall back to the ground before the eighth and final hit. But it's much more pronounced in Training mode where you can get comfortably close to Bowser for the attack. In real matches, Usmashes are peformed in motion and rage almost never allows this happen.
 

Infinite901

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First and second hits of :4gaw:'s uair don't connect at all, and at higher percents they pop out of utilt.

:4megaman:'s Metal Blade and Leaf Sheild both have really weird multihit properties. Depending on where they are in the cycle they're spinning, they may only hit once. This is especially apparent when MB is smash-thrown. His uair is also pretty weird.

Both :4kirby:'s fair and uspecial tend to not connect all hits, the latter much more than the former.

:4samus:'s fair and jab still don't connect right.

:4palutena:'s ftilt and dtilt still don't connect.

:4zss:: see ZeRo vs. Nairo at EVO

Edit: Forgot to mention some other things:
:4tlink: and :4link: have their infamous fsmash issue.

:4pacman: has blind spots on his grab, his dtilt, and his Bonus fruit.
 
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KeithTheGeek

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It's dumb, but for Samus' jab if you're talking about jab 1 -> jab 2 not linking...isn't that intentional behavior? As in there was a tip about it in the game saying as such? Can't be bothered to look up the image right now, but yeah.

On that note, what specifically constitutes "doesn't work properly"? For most people, something like jab 1 not linking into jab 2 or 3 is pretty silly but that may be intentional (or not seen as a problem) by the developers. For example, you can interrupt Dedede's jab combo after the second jab (maybe even the first jab) if you have a quick move. ZSS's silly frame 1 jab is excellent at this, but I think things like Luigi's nair can probably also accomplish this.
 

Nah

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It's dumb, but for Samus' jab if you're talking about jab 1 -> jab 2 not linking...isn't that intentional behavior? As in there was a tip about it in the game saying as such? Can't be bothered to look up the image right now, but yeah.

On that note, what specifically constitutes "doesn't work properly"? For most people, something like jab 1 not linking into jab 2 or 3 is pretty silly but that may be intentional (or not seen as a problem) by the developers. For example, you can interrupt Dedede's jab combo after the second jab (maybe even the first jab) if you have a quick move. ZSS's silly frame 1 jab is excellent at this, but I think things like Luigi's nair can probably also accomplish this.
Yeah Samus's jab being dysfunctional is intended. It's a stupid design choice, but still intended, and so is likely to not be fixed.

Also stuff like ZSS's jab and frame 3 Nairs are supposed to break combos, so it's not like Dedede's jab or other combos moves are dysfunctional in regards to that.

Dtilt is supposed to pop people up usually, so why is peach's Dtilt techable?
Doesn't Peach's Dtilt smash people into the ground first (it has a 275 degree knockback angle) in order to pop people up (similar to a lot of Dthrows), so that's why it's techable?
 

Furret24

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:4gaw:
Up Air almost never connects at high percents
Up Tilt has issues connecting it's two hits, even at low percents
Dash Attack whiffs at point-blank

:gawmelee:
 
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Lavani

Indigo Destiny
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Oct 24, 2014
Messages
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Most vexing is probably the startup hitbox on WFT's usmash...is non-existent. I remember @Indigo Jeans said he thought it was the remains of a scrapped idea leftover in the data. However, I recall it being nerfed in one of these patches which is strange if it wasn't something that was intended.
If you're talking about what I think you are, there was a blank entry on usmash at frame 7 with hitboxes removed on frame 9, despite no hitboxes existing at that point. The "nerf" was this superfluous data being removed in 1.1.0.
 

Big O

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DK's Spinning Kong (Up B 1) Multi-hit on the ground doesn't link properly with rage or at high %'s. People slip out all the time and often punish you for using it on hit. Why a mutli-hit looping vortex hitbox has kbg instead of fixed kb I will never know.

Spinning Kong having 30 frames of soft landing lag instead of transitioning into the grounded version like it used to in Brawl (or like Kong Cyclone does now...) is also pretty silly.

DK's Jab 1 inner hitbox doesn't link properly into Jab until about 25%. It also stops linking properly at high %'s (especially on low traction characters like Luigi). Should be fixed kb or just have higher bkb and lower growth. Maybe have it transition a couple frames earlier like they did for Charizard's Jab 1.

DK's Neutral B suicides on block near ledges due to pushback and not being able to grab the ledge during the animation until freefall. It either needs to be able to grab ledges after the punch or not push himself off the ledge on block.

The charge from wind-ups on Neutral B is also bugged and doesn't add to the charge count until after the first wind-up, leading to weird behavior. You can infinitely charge 1 wind-up and never get any charge. You also get full charge at the beginning of the last wind-up and can lose you charge by getting hit during the final buggy wind-up.

DK's Side B 1 and 3 have extremely low bkb and growth on the sourspots for no reason and are incredibly unsafe on hit (and vs Luma). Side B 2 doesn't have this problem due to actually having decent kb/kbg on the sourspots. Side B 1 and 3 should be like that too.

DK's aerial Down B (all 3) can fail to link by falling or moving too fast. It wouldn't hurt to have an autolink angle or something on the move so it wouldn't fail to link.
 
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