Editing Bounce glitch
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[[File:RoolDThrowBoneVisual.gif|thumb|300px|A visual of King K. Rool's down throw. Notice the throw point between the hands not reaching the ground.]] | [[File:RoolDThrowBoneVisual.gif|thumb|300px|A visual of King K. Rool's down throw. Notice the throw point between the hands not reaching the ground.]] | ||
The '''Bounce glitch''' is a [[glitch]] involving the [[buried]] state, exclusive to {{SSBU|King K. Rool}} and {{SSBU|Banjo & Kazooie}}'s [[down throw]]s in ''[[Super Smash Bros. Ultimate]]'' | The '''Bounce glitch''' is a [[glitch]] involving the [[buried]] state, exclusive to {{SSBU|King K. Rool}} and {{SSBU|Banjo & Kazooie}}'s [[down throw]]s in ''[[Super Smash Bros. Ultimate]]''. | ||
==Overview== | ==Overview== | ||
[[File:BayonettaBattlefieldBounceGlitch.png|thumb|300px|Bayonetta being buried far offstage, resulting in a bounce glitch.]] | [[File:BayonettaBattlefieldBounceGlitch.png|thumb|300px|Bayonetta being buried far offstage, resulting in a bounce glitch.]] | ||
If King K. Rool or Banjo & Kazooie perform a down throw in specific circumstances | If King K. Rool or Banjo & Kazooie perform a down throw in specific circumstances, instead of being buried, opponents will be buried for a single frame before popping out at unusual heights. These heights are affected by their [[air speed]], with characters such as {{SSBU|Falco}} bouncing notably high. The hit advantage is negligible, though it appears the glitch does not follow traditional [[bury]] [[hitstun]] rules. This gives the glitch little utility, often acting as more of an inconvenience to players. As such, it is considered to be an inherent weakness to King K. Rool and Banjo & Kazooie's bury throws. | ||
The reason the glitch occurs is because the opponent does not get directly buried into the ground, though reasons as to how or why are unclear and inconsistent. The most commonly accepted hypothesis is that the Environmental Collision Box (ECB) fails to detect the ground upon usage of down throw, | The reason the glitch occurs is because the opponent does not get directly buried into the ground, though reasons as to exactly how or why are unclear and inconsistent. The most commonly accepted hypothesis is that the Environmental Collision Box (ECB) fails to detect the ground upon usage of down throw. The throw point of the move also comes into this, as King K. Rool and Banjo & Kazooie's throws do not directly place opponents ''on'' the ground. This is usually not a problem, as the game will normally autocorrect it. Due to these two factors, however, there are times where the game either believes that the opponent is airborne or the game autocorrects the opponent to be buried in the air. As a result of this, the game puts the opponent into the "pass" state before entering the bury, then immediately attempting to put the opponent into the "fall" state due to being airborne. However, since the opponent has left the buried status by this point, they experience a near-instant "unbury". This sequence of events can easily be replicated on stages like [[Yggdrasil's Altar]] when a platform leaves the stage, creating effects akin to the bounce glitch. | ||
Due to how {{SSBU|R.O.B.}}'s down throw buries opponents, it is unaffected by the bounce glitch. | |||
{{clr}} | {{clr}} | ||
==Utility== | ==Utility== | ||
The | The glitch has very little utility for King K. Rool and is considered to be a fatal flaw in his [[King K. Rool (SSBU)/Down throw|down throw]]. However, given that reaction time largely mitigates the frame disadvantage, players often try to use K. Rool's [[King K. Rool (SSBU)/Up aerial|up aerial]] to catch panic options for a stock, or dash away to catch a landing. Banjo & Kazooie players tend to use it in a similar manner; mainly for juggle setups with their own [[Banjo & Kazooie (SSBU)/Up aerial|up aerial]], or exploiting the awkward situation made by the throw. Given that their down throw has less lag, it also tends to have a significantly smaller frame disadvantage should the glitch occur. | ||
==Slope Bounce Glitch== | ==Slope Bounce Glitch== | ||
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The most common circumstance where the glitch occurs is with slopes, usually if the throw has momentum beforehand. This happens most frequently on stages such as [[Castle Siege]], [[Lylat Cruise]], [[Yoshi's Story]] and [[Yoshi's Island (SSBB)|Yoshi's Island (Brawl)]]. The instances where a character is "bounced" on slopes are inconsistent. Yoshi's Story specifically can have side-effects with the cloud lift "Randall", where they will be buried on the cloud instead of the edge of the stage. In addition to the slopes, Lylat Cruise can have the glitch occur on the cylinders and platforms as well. It is unknown if waiting or [[pummel]]ing can alleviate the glitch, with results being inconsistent. | The most common circumstance where the glitch occurs is with slopes, usually if the throw has momentum beforehand. This happens most frequently on stages such as [[Castle Siege]], [[Lylat Cruise]], [[Yoshi's Story]] and [[Yoshi's Island (SSBB)|Yoshi's Island (Brawl)]]. The instances where a character is "bounced" on slopes are inconsistent. Yoshi's Story specifically can have side-effects with the cloud lift "Randall", where they will be buried on the cloud instead of the edge of the stage. In addition to the slopes, Lylat Cruise can have the glitch occur on the cylinders and platforms as well. It is unknown if waiting or [[pummel]]ing can alleviate the glitch, with results being inconsistent. | ||
Characters | Characters unaffected by this include: | ||
*{{SSBU|Donkey Kong}} | *{{SSBU|Donkey Kong}} | ||
*{{SSBU|Link}} | *{{SSBU|Link}} | ||
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If thrown during their unique extra platform drop frames, {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Terry}} will always trigger a bounce glitch when thrown. | If thrown during their unique extra platform drop frames, {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Terry}} will always trigger a bounce glitch when thrown. | ||
Some characters are | Some characters are unaffected by this, including; | ||
*{{SSBU|Kirby}} | *{{SSBU|Kirby}} | ||
*{{SSBU|Pikachu}} | *{{SSBU|Pikachu}} |