Ceiling glitch: Difference between revisions

Added proper explanation for the glitch and removed vague statements and misinformation.
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(Added proper explanation for the glitch and removed vague statements and misinformation.)
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[[File:Ceiling Glitch.gif|thumb|{{SSBM|Fox}} using his jab, then immediately getting hit by {{SSBM|Falco}}'s [[Shine]], causing the glitch to occur.]]
[[File:Ceiling Glitch.gif|thumb|{{SSBM|Fox}} using his jab, then immediately getting hit by {{SSBM|Falco}}'s [[Shine]], causing the glitch to occur.]]
The '''ceiling glitch''' (also '''invisible ceiling glitch''', known as '''Y-knockback-velocity-cancelling''' in Japan) is a [[glitch]] in ''[[Super Smash Bros. Melee]]'' that resets the victim's vertical velocity to zero upon activation. Most commonly, this makes a character knocked upward appear to get hit by an invisible [[ceiling]], seemingly being [[stage spike]]d downward.
The '''ceiling glitch''' (also '''invisible ceiling glitch''', known as '''Y-knockback-velocity-cancelling''' in Japan) is a [[glitch]] in ''[[Super Smash Bros. Melee]]'' that resets the victim's vertical knockback velocity to zero upon activation. Most commonly, this makes a character knocked upward appear to get hit by an invisible [[ceiling]], seemingly being [[stage spike]]d downward.


==Explanation==
==Explanation==
When a grounded character's attack hits a [[shield]], the character takes a small amount of recoil force (sometimes known as [http://smashboards.com/threads/physics-input-etc-display-in-develop-mode.391956/ attacker shield knockback velocity]), helping put space between them and the shielding character. Normally, this force dies away quickly due to [[traction]]. However, if the character is damaged or somehow leaves the ground before the force completely dissipates, the game may not register that the force has expired. Until the character returns to a grounded state and the game can recognize that the force has ended, they remain under partial influence of it: the character's vertical velocity is set to zero if they get hit by something. As a result, there can be an extended period of time where the character reacts in unusual ways to attacks: purely vertical attacks cause them to stop dead in midair briefly, while attacks with a horizontal component will act as dangerous semi-spikes.
When a grounded character's attack hits a [[shield]], the character takes a small amount of recoil speed (sometimes known as [http://smashboards.com/threads/physics-input-etc-display-in-develop-mode.391956/ attacker shield knockback velocity]), helping put space between them and the shielding character. On ground, that speed dies away quickly due to [[traction]]. However, there's an error in [[air friction]] application to that speed. While a character in the air has attacker shield knockback speed, a constant amount of that speed is decreased each frame. If the remaining speed is less than the amount of reduction per frame, then the speed should be reset to 0 instead. But due to coding mistake, in that case the vertical component of the characters normal knockback speed is set to 0 instead, while the vertical component of attacker shield knockback velocity is left untouched. As a result, if a character hits a shield and manages to take off into air before the attacker shield knockback has completely dissipated, then that characters vertical knockback speed vanishes (aka the ceiling glitch activates) on the frame when the attacker shield knockback should run out.


For unknown reasons, the ceiling glitch lasts until an opponent hits the ground if attacked from the left side of the shield; if attacked from the right side, the glitch will disappear after one hit.
==Extended Ceiling Glitch==
If a character has any amount of vertical attacker shield knockback velocity in the air, then due to the same bug, that vertical component never dissipates in the air. Thus in that case once the ceiling glitch activates, the bug continuously resets the characters vertical knockback to 0 each frame, making it impossible to knock that character up or down. Landing on stage still ends this extended ceiling glitch, as traction takes care of the remaining vertical attacker shield knockback.
 
A character can gain vertical attacker shield knockback velocity by taking to air from a slanted surface, or by having hit a shield from the left side. The application of air friction involves usage of trigonometric operations. When those operations are applied to leftward speed, miniscule imprecisions lead to a tiny distortion in the angle of the speed. A microscopic amount of downward speed gets added to previously purely leftward speed, leading to extended ceiling glitch.


==Uses==
==Uses==
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