Editing Z-axis glitch
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The '''Z-Axis Glitch''' was a [[glitch]] in ''[[Super Smash Bros. Ultimate]]'' that was discovered in | The '''Z-Axis Glitch''' was a [[glitch]] in ''[[Super Smash Bros. Ultimate]]'' that was discovered in patch 3.0.0, allowing every character to face the Z-Axis by exploiting the behavior of springs. It is easiest to perform in [[Stage Builder]], but can also be done on [[Palutena's Temple]], or by the use of Sonic's [[Spring Jump]] or Mega Man's [[Rush Coil]]. It was patched out in patch 4.0.0. | ||
==How to perform== | ==How to perform== | ||
To perform this glitch, the player needs to attempt to perform a [[wall cling]] the instant they start moving downwards after bouncing off a spring. The easiest way to do this is by making a custom stage with a wall right next to a spring. By attempting to wall cling after bouncing on the spring, the character will instead face forward, with their hitboxes following suit. Using the character to [[grab]] any character within range will cause them to face forward as well. | |||
==Results== | ==Results== | ||
Performing the glitch with various characters leads to various, interesting results | Performing the glitch with various characters leads to various, interesting results | ||
*Neutral special projectiles do not travel forward and into the Z-axis, instead | *Neutral special projectiles do not travel forward and into the Z-axis, they instead stay in place. | ||
*Certain attacks will have the horizontal component of their knockback removed, with hitstun remaining the same. | *Certain attacks will have the horizontal component of their knockback removed, with hitstun remaining the same. | ||
*The player is not able to move at all on the ground, as pressing down results in [[crouch]]ing. They must jump and move in the air instead. | *The player is not able to move at all on the ground, as pressing down results in [[crouch]]ing. They must jump and move in the air instead. | ||
*The glitch can be fixed by grabbing a ledge, wall clinging again, or getting hit by an attack. | *The glitch can be fixed by grabbing a ledge, wall clinging again, or getting hit by an attack. | ||
*Most [[side special]]s and [[forward tilt]]s will automatically fix the glitch (although some like [[Heel Slide]] will not), though [[forward smash]]es and [[forward aerial]]s can be performed normally. | *Most [[side special]]s and [[forward tilt]]s will automatically fix the glitch (although some like [[Heel Slide]] will not), though [[forward smash]]es and [[forward aerial]]s can be performed normally. | ||
**[[Back aerial]]s, however, are impossible to perform | **[[Back aerial]]s, however, are impossible to perform. | ||
*Missing a [[grab]] or performing a [[grab release]] with {{SSBU|Olimar}} causes the game to crash. Throwing the grabbed character does nothing, though the Pikmin will fly across the stage, before returning to Olimar. | *Missing a [[grab]] or performing a [[grab release]] with {{SSBU|Olimar}} causes the game to crash. Throwing the grabbed character does nothing, though the Pikmin will fly across the stage, before returning to Olimar. | ||
*In a 1-on-1 fight, {{SSBU|Ryu}} | *In a 1-on-1 fight, {{SSBU|Ryu}} and {{SSBU|Ken}} will automatically fix themselves, due to their "facing the opponent" mechanic. | ||
*{{SSBU|Mr. Game & Watch}}'s model faces the screen, though it keeps the normal Y-axis flattening. | *{{SSBU|Mr. Game & Watch}}'s model faces the screen, though it keeps the normal Y-axis flattening. | ||
**This reveals that Mr. Game & Watch's model does not stand in perfect profile while facing the normal direction, although the flattening makes it appear as though he does. | **This reveals that Mr. Game & Watch's model does not stand in perfect profile while facing the normal direction, although the flattening makes it appear as though he does. | ||
**Using [[Octopus]] will cause him to remain in the form until he moves beyond the blast zones. | **Using [[Octopus]] will cause him to remain in the form until he moves beyond the blast zones. |