Super Smash Bros. Melee

Yo-yo glitch: Difference between revisions

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{{ArticleIcons|ssbm=y}}
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[[Image:Yoyo glich hitbox.png|thumb|Ness taunting alongside the disconnected yoyo hitbox, seen in red.]]
[[File:Yoyo glich hitbox.png|thumb|Ness taunting alongside the disconnected yo-yo hitbox, seen in red.]]
The '''yoyo glitch''' refers to a glitch done using [[Ness (SSBM)|Ness]]'s [http://i.imgur.com/HAWif.gif yoyo].  It can be used to attack or grab with near limitless range or attach certain single-[[hitbox]] attacks to Ness's body. The discovery of the glitch was a collaborative effort between {{Sm|VilNess}}, {{Sm|LonelyNess}}, and {{Sm|Dan Smith}}, and was spurred on by an innocuous video of an unknown Japanese player accidentally dropping a yoyo hitbox.
The '''yo-yo glitch''' refers to a glitch in ''[[Super Smash Bros. Melee]]'' done using {{SSBM|Ness}}'s {{mvsub|Ness|SSBM|Up smash|alt=yo-yo}}.  It can be used to attack or grab with near limitless range or attach certain single-[[hitbox]] attacks to Ness's body. The discovery of the glitch was a collaborative effort between {{Sm|VilNess}}, {{Sm|LonelyNess}}, and {{Sm|Dan Smith}}, and was spurred on by an innocuous video of an unknown Japanese player accidentally dropping a yo-yo hitbox.


In ''Melee'', the glitch can be performed in all versions of the game.
The glitch can be performed in all versions of ''Melee''.


==Mechanics==
==Mechanics==
Ness's [[up smash]] consists of 3 parts each with its own hitbox: outreaching, spinning, and swinging. The yoyo glitch drops the last [[hitbox]] of the up smash onto the ground and leaves it there until Ness gets [[KO]]ed or uses a non-[[projectile]] attack.
Ness's [[up smash]] consists of 3 states each with its own hitbox: outreaching, spinning, and swinging. The yo-yo glitch drops the last [[hitbox]] of the up smash onto the ground and leaves it there until Ness gets [[KO]]'d or uses a non-[[projectile]] attack. Opponents can get hit by a dropped yo-yo hitbox or a jacket exactly once. Additionally, if an opponent does get hit by either, then the very next set of non-projectile hitboxes Ness uses also cannot hit that opponent (first hit of a multi-hit attack, such as forward aerial, will whiff that opponent, but the following hits can still connect).


==How to perform it==
==How To Perform==
Ness's up smash must first hit any opponent or damageable object while in its outreaching or spinning state. The outreaching state is typically used to hit, as its hitbox is stronger than the one in spinning state, and can knock the victim out of the way. If only outreaching state hits, then Ness has to charge his up smash for 6-11 frames after the hit. If the up smash is unstale, that equates to attack button being released between 24th to 29th frame of the up smash (including hitlag frames). If spinning state hits, the up smash has to be charged for 7-12 frames. The yo-yo can't hit anything after it is released into its swinging state.


#Use Ness's up smash and hit any opponent or destructible part of the stage with the outreaching part of the yoyo. Charge the yoyo very slightly before releasing.
This glitch works with down smash accordingly but requires that said down smash attack be canceled in its ending frames by an attack or effect (such as a Mushroom).
#Make sure that, after the yoyo is released into its upward swing, it doesn't hit anything else.


===Followups===
*'''Deadline''': If Ness uses any non-projectile attack (including a [[grab]]) after performing the yo-yo glitch, any characters or damageable stage elements between Ness and the location where the glitch was performed will be hit by said attack. If a grab is used, then only the target closest to Ness will be affected. This followup technique to the yo-yo glitch was discovered by {{Sm|LonelyNess}}.
*'''Thunder Jacket''': After performing the yo-yo glitch, if the player blasts with [[PK Thunder 2]] against a floor or a grabbable ledge, the hitbox of the move will be attached to Ness' body. Besides hitting opponents and destructible stage elements, it can also [[Priority|clash]] with opposing attacks. This followup technique to the yo-yo glitch was discovered by {{Sm|Simna ibn Sind}}.
*'''Spike Jacket''': If the player uses Ness' [[down aerial]] and lands immediately after its hitbox comes out (which can be done by [[DJC]]ing or [[SHFFL]]ing), it will be attached to his lower body, [[meteor smash]]ing opponents on contact. This followup technique to the yo-yo glitch was discovered by {{Sm|MasterofFlames}}.
*'''Star Jacket''': Similar to the Spike Jacket, the hitbox of Ness' [[up aerial]] will be stuck to his upper body if he uses the move and lands after the hitbox comes out. It was also discovered by MasterofFlames.
*'''Toy Jacket''': After performing the glitch, if Ness uses an up smash or [[down smash]] on a disappearing platform (such as the awnings in [[Onett]]) and times it so that the platform disappears right as the yo-yo comes out, the hitbox of either move will be attached to his feet, causing either weak or strong yo-yo knockback based on the timing of the setup. This followup technique was discovered by {{Sm|Earthbound360}}.
*'''{{SSBM|Kirby}} Jacket''': If Ness is {{b|Inhale|Kirby}}d and spat out by Kirby after performing the glitch, the hitbox of Kirby's star launch will be attached to Ness' lower body. This followup was discovered by Fisac.
*'''Throw Jacket''': If any other character [[throw]]s Ness into a wall or ceiling after he performs the glitch, the hitbox of said throw will be attached to Ness body, damaging opponents on contact. Interestingly, KOing them in this way yields the [[List of Bonuses#Dead-Weight KO|Dead-Weight KO]] bonus. This followup was discovered by {{Sm|Kahnu}}.


==Follow-up techniques==
===Jackets===
After using the yo-yo glitch, certain other attacks can be used to replace the yo-yo hitbox with the hitbox of the attack used. The rules of the regular yo-yo glitch still apply when using a jacket.


===Thunder jacket===
*[[PK Thunder]] - must either be used to hit Ness into the ground or at a ledge to grab it.
*[[Down aerial]]
*[[Up aerial]]
*[[Down smash]]
*{{b|Inhale|Kirby}}
*[[Throw]] - must be thrown at wall or ceiling
*[[Parasol]]
*[[Barrel Cannon]]


A follow-up technique to the yoyo glitch discovered by [[Smasher:Simna ibn Sind|Simna ibn Sind]].  
===Explanation===
Hitting something with the yo-yo creates a special delayed hitbox refresh event. The purpose of the hitbox refresh is to allow a charged smash attack to hit a single target multiple times, while the yo-yo is spinning on ground. However, the refresh event is missing an important detail that normal hitbox creation events always have: it doesn't setup Ness to have his hitboxes removed when his state changes. Thus, the refreshed yo-yo hitbox can stay active after the smash attack has already ended.<ref>https://smashboards.com/threads/the-yo-yo-glitch-cracked-update-faq-now-in-first-post.48717/page-35#post-22600153</ref>


''Instructions:''
===Down smash yo-yo glitch===
 
It is also possible to do the yo-yo glitch with down smash. The move must connect with either the extension hitbox, or the charging hitbox. After this, it must be interrupted during a small window where the yo-yo has a hitbox during retraction. The window varies based on charge time, from 1 frame with no charge, increasing up to 12 frames for every frame spend charging after the hitbox connects. Charging for 12 or more frames will not allow the retraction hitbox to appear at all, and therefore not give any possibility of activating the glitch.
#Perform the yoyo glitch.
#Use [[PK Thunder]] to floorblast Ness from the air or use PK Thunder to hit Ness into a [[ledge]] and grab it.
 
''Effects:''
 
*Attaches the hitbox of PK Thunder 2 (Ness's recovery attack) to Ness's body.
*Blocks most attacks that it collides with and hurts opponents and destructible stages.
 
===Spike jacket===
A follow-up technique to the yoyo glitch discovered by [[Smasher:MasterofFlames|MasterofFlames]].
 
''Instructions:''
 
#Perform the yoyo glitch.
#Use the [[down aerial]] and land immediately after the hitbox comes out. This can be done by [[SHFFL]]ing.
 
''Effects:''
 
*Attaches the hitbox of Ness's down aerial to his lower body.
*[[Meteor smash]]es opponents and hurts destructible stages.
 
===Star jacket===
A follow-up technique to the yoyo glitch discovered by MasterofFlames.
 
''Instructions:''
 
#Perform the yoyo glitch.
#Use the [[up aerial]] and land immediately after the hitbox comes out. This can be done by [[Double jump cancel#Double Jump Fast Fall L-cancel|DjCffling]].
 
''Effects:''
 
*Attaches the hitbox of Ness's up aerial to his upper body.
*Pops up opponents and hurts destructible stages.
 
===Toy jacket===
A follow-up technique to the yoyo glitch discovered by [[Smasher:Earthbound360|Earthbound360]].
 
''Instructions:''
 
#Perform the yoyo glitch.
#Use the up smash or [[down smash]] on a disappearing platform timed so the platform disappears right as the yoyo comes out. This can be done on the awnings in [[Onett]].
 
''Effects:''
 
*Attaches hitbox of Ness's up smash or down smash to his feet.
*Causes either weak or strong yoyo knockback based on the timing of the setup.
 
===Deadline===
A follow-up technique to the yoyo glitch discovered by LonelyNess.
 
''Instructions:''
 
#Perform the yoyo glitch.
#Use any non-projectile attack or a [[grab]] and that attack will hit every target in between Ness and the location the yoyo glitch was perfomed (if a grab is used then only the target closest to Ness will be affected).
 
''Effects:''
 
*Adds near-limitless range to Ness's attacks.
 
==Super Yoyo Glitch==
 
It is a very rare occurrence, so very little about it is known. Its effects (including but not limited to infinite [[Jacket]]s and instant KO throws) are similar to those of the Yoyo Glitch, but are more lethal and have longer lasting effects.
 
This technique holds much value to Ness players and is said to be the secret to beating the [[Bowser Challenge]].


==Gallery==
==Gallery==
<gallery>
<gallery>
File:yygtrap.gif|Ness performs the first step, creating a trap with a dropped hitbox.
yygtrap.gif|Ness performs the first step, creating a trap with a dropped hitbox.
File:yygdeadline.gif|If the enemy is in between Ness and the dropped hitbox, all of his A attacks, grabs, and [[PK Thunder 2]] will hit the opponent.
yygdeadline.gif|If the enemy is in between Ness and the dropped hitbox, all of his standard attacks, smash attacks, grabs, and [[PK Thunder 2]] will hit the opponent.
File:yygdeadlinesmash.gif|Not only can you grab the enemy, but smash attacks work too.
yygdeadlinesmash.gif|Not only can one grab the enemy, but smash attacks work too.
File:Melee-YoyoGlitch-Usefulness.gif|Using the deadline to smash from long range, with hitboxes visible.
Melee-YoyoGlitch-Usefulness.gif|Using the deadline to smash from long range, with hitboxes visible.
File:yygdeadlinepkt2.gif|Deadline even works with PK Thunder 2, the attack that occurs when Ness hits himself with pk thunder.
yygdeadlinepkt2.gif|Deadline even works with PK Thunder 2, the attack that occurs when Ness hits himself with PK Thunder.
File:thunderjacketattack.gif|Ness runs into Samus while wearing a Thunder Jacket
thunderjacketattack.gif|Ness runs into Samus while wearing a Thunder Jacket
File:yygmofo.gif|The glitch is viable for tournament use: here, [[Mofo]] performs the glitch and grabs {{Sm|Hax}} ({{SSBM|Captain Falcon}}) from long range.
yygmofo.gif|The glitch is viable for tournament use: here, {{Sm|Mofo}} performs the glitch and grabs {{Sm|Hax}} ({{SSBM|Captain Falcon}}) from long range.
File:yygthunderjacketmofo.gif|In the same match, Mofo installs a Thunder Jacket. He is hit by Hax, who is KO'd by the jacket. Mofo is hit by the tail of his [[PK Thunder]] and survives.
yygthunderjacketmofo.gif|In the same match, Mofo installs a Thunder Jacket. He is hit by Hax, who is KO'd by the jacket. Mofo is hit by the tail of his [[PK Thunder]] and survives.
File:yygpktoasty.gif|{{Sm|Toasty}} turns the hitbox into a down aerial hitbox, and then charges his [[PK Flash]]. The down air hitbox pops {{SSBM|Link}} into the air, where he is hit by the PK Flash.
yygpktoasty.gif|{{Sm|Toasty}} turns the hitbox into a down aerial hitbox, and then charges his [[PK Flash]]. The down air hitbox pops {{SSBM|Link}} into the air, where he is hit by the PK Flash.
</gallery>
</gallery>


==Demonstration videos==
==Demonstration videos==
*[http://www.youtube.com/watch?v=HjhDPyktLAA A video] that showcases the yoyo glitch.
*[http://www.youtube.com/watch?v=HjhDPyktLAA A video] that showcases the yo-yo glitch.
*[http://www.youtube.com/watch?v=DI9KGybiCHo Another video showing the glitch]
*[http://www.youtube.com/watch?v=DI9KGybiCHo Another video showing the glitch]
*[https://www.youtube.com/watch?v=fj-DhfjHew8 2015 guide]


==See also==
==See also==
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[[Category:Glitches (SSBM)]]
[[Category:Glitches (SSBM)]]
[[Category:Character-specific terminology]]
[[Category:Character-specific terminology]]
[[Category:Advanced Techniques]]
[[Category:Ness]]
[[Category:Ness]]
[[Category:Ness (SSBM)]]

Latest revision as of 05:12, September 6, 2022

Ness taunting alongside the disconnected yo-yo hitbox, seen in red.

The yo-yo glitch refers to a glitch in Super Smash Bros. Melee done using Ness's yo-yo. It can be used to attack or grab with near limitless range or attach certain single-hitbox attacks to Ness's body. The discovery of the glitch was a collaborative effort between VilNess, LonelyNess, and Dan Smith, and was spurred on by an innocuous video of an unknown Japanese player accidentally dropping a yo-yo hitbox.

The glitch can be performed in all versions of Melee.

Mechanics[edit]

Ness's up smash consists of 3 states each with its own hitbox: outreaching, spinning, and swinging. The yo-yo glitch drops the last hitbox of the up smash onto the ground and leaves it there until Ness gets KO'd or uses a non-projectile attack. Opponents can get hit by a dropped yo-yo hitbox or a jacket exactly once. Additionally, if an opponent does get hit by either, then the very next set of non-projectile hitboxes Ness uses also cannot hit that opponent (first hit of a multi-hit attack, such as forward aerial, will whiff that opponent, but the following hits can still connect).

How To Perform[edit]

Ness's up smash must first hit any opponent or damageable object while in its outreaching or spinning state. The outreaching state is typically used to hit, as its hitbox is stronger than the one in spinning state, and can knock the victim out of the way. If only outreaching state hits, then Ness has to charge his up smash for 6-11 frames after the hit. If the up smash is unstale, that equates to attack button being released between 24th to 29th frame of the up smash (including hitlag frames). If spinning state hits, the up smash has to be charged for 7-12 frames. The yo-yo can't hit anything after it is released into its swinging state.

This glitch works with down smash accordingly but requires that said down smash attack be canceled in its ending frames by an attack or effect (such as a Mushroom).

Followups[edit]

  • Deadline: If Ness uses any non-projectile attack (including a grab) after performing the yo-yo glitch, any characters or damageable stage elements between Ness and the location where the glitch was performed will be hit by said attack. If a grab is used, then only the target closest to Ness will be affected. This followup technique to the yo-yo glitch was discovered by LonelyNess.
  • Thunder Jacket: After performing the yo-yo glitch, if the player blasts with PK Thunder 2 against a floor or a grabbable ledge, the hitbox of the move will be attached to Ness' body. Besides hitting opponents and destructible stage elements, it can also clash with opposing attacks. This followup technique to the yo-yo glitch was discovered by Simna ibn Sind.
  • Spike Jacket: If the player uses Ness' down aerial and lands immediately after its hitbox comes out (which can be done by DJCing or SHFFLing), it will be attached to his lower body, meteor smashing opponents on contact. This followup technique to the yo-yo glitch was discovered by MasterofFlames.
  • Star Jacket: Similar to the Spike Jacket, the hitbox of Ness' up aerial will be stuck to his upper body if he uses the move and lands after the hitbox comes out. It was also discovered by MasterofFlames.
  • Toy Jacket: After performing the glitch, if Ness uses an up smash or down smash on a disappearing platform (such as the awnings in Onett) and times it so that the platform disappears right as the yo-yo comes out, the hitbox of either move will be attached to his feet, causing either weak or strong yo-yo knockback based on the timing of the setup. This followup technique was discovered by Earthbound360.
  • Kirby Jacket: If Ness is Inhaled and spat out by Kirby after performing the glitch, the hitbox of Kirby's star launch will be attached to Ness' lower body. This followup was discovered by Fisac.
  • Throw Jacket: If any other character throws Ness into a wall or ceiling after he performs the glitch, the hitbox of said throw will be attached to Ness body, damaging opponents on contact. Interestingly, KOing them in this way yields the Dead-Weight KO bonus. This followup was discovered by Kahnu.

Jackets[edit]

After using the yo-yo glitch, certain other attacks can be used to replace the yo-yo hitbox with the hitbox of the attack used. The rules of the regular yo-yo glitch still apply when using a jacket.

Explanation[edit]

Hitting something with the yo-yo creates a special delayed hitbox refresh event. The purpose of the hitbox refresh is to allow a charged smash attack to hit a single target multiple times, while the yo-yo is spinning on ground. However, the refresh event is missing an important detail that normal hitbox creation events always have: it doesn't setup Ness to have his hitboxes removed when his state changes. Thus, the refreshed yo-yo hitbox can stay active after the smash attack has already ended.[1]

Down smash yo-yo glitch[edit]

It is also possible to do the yo-yo glitch with down smash. The move must connect with either the extension hitbox, or the charging hitbox. After this, it must be interrupted during a small window where the yo-yo has a hitbox during retraction. The window varies based on charge time, from 1 frame with no charge, increasing up to 12 frames for every frame spend charging after the hitbox connects. Charging for 12 or more frames will not allow the retraction hitbox to appear at all, and therefore not give any possibility of activating the glitch.

Gallery[edit]

Demonstration videos[edit]

See also[edit]