@@imafaux7424 I haven't heard this before, but I'm intrigued. I do know that Luigi's Cyclone charge at the start of a match depends on stage and his controller port, so that wouldn't even be the weirdest thing about Luigi's coding.
Hell was happening. The game only had a 13 month development cycle. Think of the fact that Brawl took 9 years to develop, and took a six month delay mainly just to implement Sonic. Basically, Sakurai after retiring from the series after Smash 64, he was told “Your series would be a great launch title for the gamecube. Either you hand it over to another director that’s gonna make a cheap cash grab, or you make it yourself and not see the legacy of what you made tarnished” Sakurai keeps getting pulled out of retirement literally every Smash game more or less this way - he’s verbally and publicly claimed every Smash game was the last in the series (except, to my knowledge, Brawl) and then the decision to make a new one is made and well, he’s not gonna let someone else direct Smash is he? So he comes back, trying to retain as much of his team as possible (most notably, his wife has designed every menu in the series going at least as far back as melee, don’t know if 64 too)
@@vbarreirohe didn’t retire from Smash. He moved onto other projects and was more focused on that when Satoru Iwata approached him about Brawl. But Smash is his creation and being so widely successful, it’s understandable that Sakurai would want to maintain creative control over it as much as possible. Also, Sakurai has said that Smash will go on, even if he decides to take on more of a consultant position.
@@damienalvarez2957 Yeah but he keeps saying, verbally, that it’s his last Smash game, or that he planned for any given Smash to be his last. When Iwata approached him for a second Smash, he reportedly really didn’t want to do it. He was done even back then, and they kept pulling him back in. Ultimate has an air of finality to it, and he’s stated this is the last Smash game… so don’t be surprised if two years from now we get a Smash reveal for the Switch Attach.
I'm pretty sure the Peach's Castle trick works with all skin colors except for the original one. Also, is there actually a small improvement for side B and falcon punch on green? I thought that was theorized but never proven. Either way, great editing as always!
It does! That’s just one of the easier to digest examples of how ECB widths work. For the B moves, tauKhan had explained it in an older smashboards thread, but the different Falcon palettes have slightly varied skeletons. Raptor boost and Falcon Punch hitboxes appear on Falcon’s hand, and each color has a slightly varied position of their hands due to their ECB.
@@Dunco64 Just gonna copy one of tauKhan's responses here for the sake of brevity, but a lot of these were speculative differences that have a near negligible impact on real gameplay (this is also a thread from 2014, for the record): Green falcon has the largest peak x-range (highest x-offset on frame 4. There's also enough difference between the f3 and f4 x-coords that if the victim is doing something like a last second dash away attempt, the hitbox will "catch" on to the victim. The low y-coord could also be beneficial for catching dash away. Green falcon has the highest y-coord on f5, and nice interpolation from f4 to f5 too, it might be the best for catching a jump away. Green falcon has the lowest x-offset f3, which should make it the most likely to catch a movement through the falcon. At the moment, I would play green if I was falcon main, since I think it's the least likely to whiff by a very very tiny margin. I'm not sure at all that the assessment is correct though. The differences are also very miniscule. Though they are still multiple times the range of a phantom hit (max overlap 0.01 between the hurtbox and hitbox), and those aren't that rare.
I always thought this palette was cool because I remember a lot of Brawl Machinimas would use the green palette for Pokemon battles. The green palette would be used to turn Captain Falcon into Lt. Surge.
This is falcon exclusive and it changes by a small margin. Still if you arr really looking to sharpen your competetive edge to the fullest then yes this is the best skin
i thought it was a trade-off because some thing benefit from slightly larger ECB, other things benefit from the marginally smaller ECB, i think i got this from a n0ne stream where he was reading the old smashboards post about it, the neutral skin with the smallest ECB makes the ledge dash angles more lenient or something, so it's the best for n0ne because he just doesn't really use B moves offensively at all, at least not in bracket. bond does, of course, falcon punch is his favorite move in captain falcon's arsenal, that's a little trivia for you. also, fun fact, captain falcon is the only character in the game with this discrepancy between his different skins, and before you ask, no, we do not understand why, there's nothing else that's weird about falcon in the code, just this one... thing, it's not even like a mistake because all of the ECBs are within an acceptable range, it's just this one oddity, each of his skins has an ECB with a different width. the difference is so marginal that it is 100% not something that's even worth comsidering changing your costume over for anyone outside of the top 100, and even for people in the top 100, it would be a very questionable choice to make
Why?? I'm genuinely curious as to why the box is different. I was under the impression that every color just used the exact same parameters since there are no changes to models or animations. Is it possible that maybe at one point it was planned for this color to actually have a different costume? I would think if that were the case we would've gotten said alt by now...
Copying from my other comment on this: Basically it was an animator/modeler error. Each Falcon color has slight differences in how the hands and arms were posed for whatever reason, so I’m guessing with whatever animation retargeting tools they had in 2000/2001, those differences remained after the base animations were applied to those different rigs. Since ECBs are dynamic based on bone location (iirc it picks from a pool of 6 bones that anyone inputting character data could choose, usually the head, hands, knees, and base), those rigging differences end up changing the ECB’s width during certain animations.
Wait, I feel like this applies to Big Red Bow Jigglypuff in ultimate. Base jiggly feels the best, but for some reason I get washed the moment I put on that bow. Is it just me??
Ok but is green objectively better? If you have a smalle ecb you'd get further onto the stage from a ledge jump, right? It might let you inch out a reverse knee in some situations. Melee nerds please enlighten me
I wonder who thought this was a good idea. Imagine being the guy who hates that outfit aesthetically and then finding out it is objectively better than the one you use
As someone who grew up knowing base level brawl and refreshed with ultimate, it honestly baffles me how people consider Melee the best version of smash
Because it feels better to play than everything after it. Even without stuff like wavedashing, the base movement just feels right. Characters actually have weight to them. Running jumps keep your momentum instead of immediately clamping to your max air speed. Characters have the right amount of ground friction. Dash dancing actually feels intuitive instead of the clunky fake version they added in Ult. Dashes can be canceled by shielding. Running can be canceled by crouching, letting you then perform any action out of run (before Ult did it). Platforms don’t feel like obstacles unlike later games and actually let you slide off (but for real though, why do they insist on making platforms the worst part of these platform fighters). Outside of movement, you get tons of freedom for combos. Brawl has hitstun canceling, so you don’t really get follow ups, and 4/Ult both really want you to only use the intended combo routes and don’t have enough hitstun or DI to allow for much outside of that. Reverse hits (which at least were still in Brawl) also give you even more options for what you can do with any given move.
That's awesome but why the hell would they change anything based on the color? Why not just implement the same boxes for each costume. Seems like more work for the developers/coders just to have this weird difference that it seems no other characters have anyway