Can Guile MISINPUT Flash Kick? -- Random Smash Ultimate Facts

133,453
0
Published 2022-09-16
Yes this series is still a thing! There's still plenty of stuff to talk about in this slightly less organized format!

As I mentioned in the video, I still get people asking me about the Smash Facts forms so I'm gonna start including a note in every future description mentioning that it is gone forever and to just make a Tweet tagging me or whatever.

Let me know if you learned anything new or interesting :)

Music used:

Summers, Eternal Tourist Trap (EarthBound):    • EarthBound - Summers, Eternal Tourist...  
Kakariko Village (TLoZ: A Link Between Worlds):    • Kakariko Village - The Legend of Zeld...  
8 AM (Animal Crossing New Leaf):    • 8 A.M. - Animal Crossing: New Leaf - ...  

Patreon: www.patreon.com/PKBeats
Twitter: twitter.com/Casual_PKBeats
Business Email: [email protected]
"Personal" Email: [email protected]

Stay casual

Chapters:

00:00 Intro
00:11 Fox’s Foot Breaks
01:40 Frozen Counter
04:00 Fact Submission Form Info
04:48 The Barrels and the Crates
05:17 Guile’s Misinput
09:29 Yoshi’s Island Secret
10:27 Pac-Man’s Trampoline Lag
12:41 Vine Whip Slowed Down
13:28 Outro/Nintendo Direct Thoughts

Thanks to all of my Patreon members:

- Parade Dino
- Raighne
- Skully
- Sylveon700
- Burbo
- SickanDaDank
- BG
- AlicieLizzie
- knarf2043
- Nikko
- Stan LOONA
- Sylvi "wingedcatgirl"
- TheMonarchofTetris

Thanks to all of my channel members:

- Tyrannosaurus Chexmix
- Not Connor Bailey
- Shingo Perry
- Alex Hoit
- ShoebillsThighs
- Epicgamer489

#SmashUltimate #SmashBros #NintendoSwitch #Nintendo

All Comments (21)
  • @thatkleinguy
    Holding down-back charges both Sonic Boom and Flash Kick, so Guile crouching is both optimal for his gameplay and a meme of sorts amongst Street Fighter players lol
  • @debornmc
    It seems likely Mythra's landing lag is just programmed to be 1/3 less than Pyra's.
  • @MatttGFX
    Guile's assist trophy is a tribute solely dedicated to what Street Fighter players call "down-backing" It refers to when a player will just hold diagonally down and away from the opponent in order to charge both Sonic Boom and Flash Kick, since the directional input counts as both a down and a back input. This way, the player can camp while choosing whatever option fits their situation best - Sonic Booms for opponents that stay away, and Flash Kick when they decide to jump in with an unsafe option. Additionally, holding down and back like this also let's them block any incoming attacks, which the assist trophy also mirrors :)
  • @TheAAJYu
    Small correction regarding Guile’s misinputed aerials. There is no sweetspot/sourspot because if you look closely, he’s doing a different kick. The weaker damaging one is his “Medium Kick” while the stronger one is his “Heavy Kick”. This also explains why his Flash Kick sometimes alternates between doing 16.9% and 17.6%. He’s doing two different versions of the same move, with the Heavy version doing marginally more damage and leaping higher into the air. Think of how if you tap Ken’s Shoryuken he does a regular uppercut that’s less powerful but more safe, and if you hold it he does the flaming version that’s more powerful but less safe.
  • The guile fact is so cool. So for a quick explanation about why he is always crouching, it's because in fighting games, most charge character have both a down charge and a back charge, in this case flash kick and sonic boom. And you can charge both at the same time by holding diagonal down back. The joke here is that in sf2 projectiles were super broken, so guildes would spam it. And because the best way of avoiding projectiles is jumping above them, an anti air is a good counter against that. Now the problem is that charge anti air specials are way stronger than motion anti air special. Because you can't use them on reaction. But guile is sf2 didn't care, they spammed a broken projectile and charged the very move that counter the best way of dealing with this projectiles. Now it's possible to catch him by jumping fast on him. Forced to use the move as soon as it charge you often see miss imput. Now why there is no sonic boom miss imput, because that's easy to not do any and there is no urgency to do them.
  • 1:35 my guess is it happens because of the Stumble animation when you're standing at a ledge so even though Fox is attacking he's considered tilted.
  • @LilyLambda
    Just checked some of the game's code- -The "nair" is actually two different moves: ---8hkair, which is 44 frames and does 15% ---9mkair, which is 34 frames and does 12% -In addition, sonic boom is called "guileshot" and flash kick is "summersault" -Interestingly, summersault also has a light and heavy variant with the same animations, one does 28%/26%, and the other 27%/25%
  • @ShoshoDupers
    the guile "misinput" move being now discovered is incredible. you learn something new every day.
  • @bonkers5451
    That intro caught me off guard lol. I thought I had misclicked on the video. Another great vid!
  • I’ve seen the ivysaur up b vibrate on the final hit kill screen so much, I thought that was what it looked like normally! That’s so interesting that’s it’s just a slowed down thing
  • @GriffithRex
    If you play with assist trophies on, you can see in your “kills” at the menu after the match when an assist trophy gets a kill. It’s actually a very pretty logo for it too!
  • @xraenon1664
    Bit of a weird fact: Mario’s F.L.U.D.D. actually functions as a stream of special projectiles, which can benefit reflected individually.
  • You actually perfectly nailed the two conditions you listed for misinputting Flash Kick. Great job!
  • @bagelcat_
    Can we appreciate how every time Game and Watch appears in a video he gets a 9 on the scene cut Edit: it showed up in the bingo, nice
  • I think Mythra’s decreased landing lag with Trampoline does actually have something to do with her being switchable with Pyra, but I think it might be more than that. My theory is that Mythra’s “lag” values (end lag on moves, landing lag, etc) could have a unique multiplier when compared to Pyra. So that the moves could be easier to program. Let’s say Pyra’s the “definitive” character between the two. Mythra probably just has some multipliers in damage and lag and whatnot when performing the same move you would perform with Pyra and that could also apply to the landing lag on PAC-Man’s trampoline.
  • As someone who does play traditional fighting games fairly often, that explanation of Guile's mis-inputs was pretty accurate. It would either be from not holding crouch-block (down + back, since holding back is how you guard in most 2D fighting games like Street Fighter) long enough for Flash Kick to be usable or from simply missing the timing. Given how Guile's assist trophy works, I would assume it's caused by the former, where if the opponent is still nearby after the first Flash Kick and Guile attempts another it simply causes him to do a jumping heavy kick.
  • @Scootapuff88
    Here's a potential explanation for the missinput chance only happening when you're jumping; since Flash Kick is primarily used as an anti-air option, jumping at someone can put mental pressure on them to "react" to your jump and thus lead to the misinputs. So not only is it simulating human error in the inputs but also potentially simulating the reasons behind those errors.
  • @robinrai4973
    Maybe the fox foot thing is some inverse kinematics gone wrong? Who knows, homie's got dat osteoporosis
  • @Burjwazy
    Here’s a theory about Fox jab: The broken Fox animation definitely has to do with his programmed IK (inverse kinematics), which determine how his foot reacts to slopes. They didn’t turn this off for Fox in this animation, which causes his foot to try to make contact with the ground. I’d try this with Cloud’s foot to see if it happens there too, as it also is a rapid jab that ends in a foot over the edge and has IK scripts attached.
  • @Oretal
    That misinput fact made me go “OOOOO WHOA” out loud. Also the barrels reusing the crate breaking animation is smart on the game dev side of things. Good shit 😎🤙