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@bee_not_hachi3,034 subscribers

video game labber and niche content poster

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due to his unique animation style, gnw is the only character that stays completely still while shield tilting ...unless his shield is hit first, which for some reason unlocks a very wrong looking smooth shield tilt animation

due to his unique animation style, gnw is the only character that stays completely still while shield tilting ...unless his shield is hit first, which for some reason unlocks a very wrong looking smooth shield tilt animation

910,856 Aufrufe

almost all buries have a built in comeback mechanic, with their duration being affected by stock differences the only exceptions are the 3 burying down throws, which each have their own unique duration formula separate from the one used by all other buries

almost all buries have a built in comeback mechanic, with their duration being affected by stock differences the only exceptions are the 3 burying down throws, which each have their own unique duration formula separate from the one used by all other buries

211,284 Aufrufe

ewgf's shield push effect is actually just a large unblockable hitbox with low fixed KB generated on hit this not only makes its advantage weight based, but leaves it susceptible to armor, whiffs on tilted shields, and allows collateral hits on players not even in shield

ewgf's shield push effect is actually just a large unblockable hitbox with low fixed KB generated on hit this not only makes its advantage weight based, but leaves it susceptible to armor, whiffs on tilted shields, and allows collateral hits on players not even in shield

147,403 Aufrufe

shield staling uses the same queue as regular on-hit staling, but has a reduced effect as a by product of this implementation, shield "staling" will actually make very stale moves slightly stronger

shield staling uses the same queue as regular on-hit staling, but has a reduced effect as a by product of this implementation, shield "staling" will actually make very stale moves slightly stronger

75,624 Aufrufe

despite sharing the same base hitstun formula as smash 4, ultimate has noticeably less as knockback increases this is because rather than just increasing launch speed, balloon knockback actively speeds up time, causing hitstun to simply pass faster as it kicks in

despite sharing the same base hitstun formula as smash 4, ultimate has noticeably less as knockback increases this is because rather than just increasing launch speed, balloon knockback actively speeds up time, causing hitstun to simply pass faster as it kicks in

96,897 Aufrufe

the launch speed required for a floor bounce to be untechable is much lower than for a wall bounce–however, floor bounces will still not cause the red splash effect used to indicate untechables until the much higher wall threshold

the launch speed required for a floor bounce to be untechable is much lower than for a wall bounce–however, floor bounces will still not cause the red splash effect used to indicate untechables until the much higher wall threshold

125,208 Aufrufe

Exorcizamus te, omnis immundus spiritus, omnis satanica potestas. Omnis incursio infernalis adversii omnis congregatio et secta diabolica. Ergo, draco maledicte, ecclesiam tuam securi tibi facias libertate servire. Te rogamus. Audi nos.

Exorcizamus te, omnis immundus spiritus, omnis satanica potestas. Omnis incursio infernalis adversii omnis congregatio et secta diabolica. Ergo, draco maledicte, ecclesiam tuam securi tibi facias libertate servire. Te rogamus. Audi nos.

17,719 Aufrufe

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