Supermodel From Paris
Smash Hero
Quick warning: long, potentially useless tech nerd crap ahead.
So as a lot of people might know (particularly those who follow Project M's development) the landing detection in Brawl is a little different than it was in Melee. In order to land on the stage in melee, your character's "feet" needed to go through the ground. Landing started at about the character's knee. Due to this, you could start aerials pretty late. In Brawl, this was adjusted and now characters land on their feet. This created a "barrier" of sorts: you can't start aerials very close to the stage. Once your dude is close enough to the ground, he or she "snaps" to the ground and starts their landing animation.
Recently I was messing around a little bit with the ledges on Smashville and Battlefield (and other stages) and found a few interesting things.
Simply put, brawl's landing detection is confused about what to do on ledges. You can start your aerials very close to the ground when you're on top of the ledge, which means that moves start, but either never come out, or a variety of other weird effects.
In the case of ZSS' back air, her entire model changes configuration. If you start her back air just before she reaches the top of the stage during her second jump animation starts and DI toward the stage, her model will attempt to reset, but the game doesn't know what to do, so it just auto-cancels and she appears on the stage in neutral.
There's video of this here: http://www.youtube.com/watch?v=z2obhVmcZwM
On first glance this seems pretty obvious: the animation for the move can't continue because you're too close to the ground. But there seems to be more to it than that:
http://www.youtube.com/watch?v=GC8JL1XZPic
In this video I'm starting the back air over top of the stage where I should actually be unable to start it. This seems to happen because there's a small area "between" the stage and the ledge where landing detection isn't in effect. If you perform aerials that would displace your character's model, you can force an instant landing when coming back onto the stage.
This glitch seems to cause other effects on other characters. For example, if you use an aerial as Meta Knight near this very small area, he will perform a "jump" that isn't taken away from his jump count (giving him an additional small hop).
http://www.youtube.com/watch?v=WQJwH1pUWJA
In this video, I'm attempting to perform the same trick with MK that I did with ZSS, only MK refuses to land on the stage: it basically ejects him. After messing around with a variety of characters I can only hypothesize that if you start an aerial in a position where you're close enough to the ground that you could also land on it, the game doesn't know how to handle this scenario and just does a variety of things depending on which character you're playing and how their aerials behave.
So as a lot of people might know (particularly those who follow Project M's development) the landing detection in Brawl is a little different than it was in Melee. In order to land on the stage in melee, your character's "feet" needed to go through the ground. Landing started at about the character's knee. Due to this, you could start aerials pretty late. In Brawl, this was adjusted and now characters land on their feet. This created a "barrier" of sorts: you can't start aerials very close to the stage. Once your dude is close enough to the ground, he or she "snaps" to the ground and starts their landing animation.
Recently I was messing around a little bit with the ledges on Smashville and Battlefield (and other stages) and found a few interesting things.
Simply put, brawl's landing detection is confused about what to do on ledges. You can start your aerials very close to the ground when you're on top of the ledge, which means that moves start, but either never come out, or a variety of other weird effects.
In the case of ZSS' back air, her entire model changes configuration. If you start her back air just before she reaches the top of the stage during her second jump animation starts and DI toward the stage, her model will attempt to reset, but the game doesn't know what to do, so it just auto-cancels and she appears on the stage in neutral.
There's video of this here: http://www.youtube.com/watch?v=z2obhVmcZwM
On first glance this seems pretty obvious: the animation for the move can't continue because you're too close to the ground. But there seems to be more to it than that:
http://www.youtube.com/watch?v=GC8JL1XZPic
In this video I'm starting the back air over top of the stage where I should actually be unable to start it. This seems to happen because there's a small area "between" the stage and the ledge where landing detection isn't in effect. If you perform aerials that would displace your character's model, you can force an instant landing when coming back onto the stage.
This glitch seems to cause other effects on other characters. For example, if you use an aerial as Meta Knight near this very small area, he will perform a "jump" that isn't taken away from his jump count (giving him an additional small hop).
http://www.youtube.com/watch?v=WQJwH1pUWJA
In this video, I'm attempting to perform the same trick with MK that I did with ZSS, only MK refuses to land on the stage: it basically ejects him. After messing around with a variety of characters I can only hypothesize that if you start an aerial in a position where you're close enough to the ground that you could also land on it, the game doesn't know how to handle this scenario and just does a variety of things depending on which character you're playing and how their aerials behave.