Robin can get 14 blocks rather than 11 if you utilize the little hop they get for using elwind while it is on recharge. Very niche, and requires a small bit of timed setup but so are some of these other recoveries.
Steve can stall infinitely in the air by putting down a block, putting down an anvil on the edge of the block, mining from the anvil a little to get back the resources used for the technique, and then repeating the process. Even if you can only do it within a limited area on the game's stages, it's still more of an infinite recovery than Snake. Still considering how far he can get even with a starting inventory, it's no wonder you left it where it is.
@@knoxville6445 lmao yeah I didnt know for awhile either. Just press the special button again and he'll slash early, which will sometimes hit enemies he would have originally gone past. Kinda funny how bad that final smash can be
Can we talk about how this man -Included all the Mii movesets -Included all of the Pikmin combinations -Included every Hero recovery under the sun -Included all of the applicable Monato arts -And included the Kirby copy abilities
@@Miriam_J_ Which other videos do this sort of thing? I genuinely haven’t seen another one that takes this many character states into account other than PJiggles’ own videos on this topic.
technically he didnt use every copy ability, he just used the ones that helped here.cause i dont think people need to know where dedede or jokers neutral b are
as a Ganon main for years as long as we have height on launch we have very decent (thought a bit too predictable) recovery. But you launch us far enough out and low and we have very little chances of ever getting back without comboing up specials off of someones way too greedy edge guard
@@TheDeathMare I also main Ganon. His recovery is a lot better than people give it credit for. Like you said, most of the time he can recovery from the side blast-zones by air dodging. He also has a few mixups such as down b (if he has enough height), and he has huge aerials that can protect him from the opponent and lead to reversals. I never really understand it when people say that he has the worst recovery. I main Doc as well, and in my opinion (and from my experience) his recovery is far worse than Ganon’s.
The format of them and editing of showing each character going one by one and then running across the screen is weirdly wholesome. Just makes me imagine they’re all off screen waiting in one massive queue lol
Potentially, but that’s very unlikely and unrealistic. It wouldn’t be fair if he tested Luigi’s recovery x amount of times to get the most misfires so he wouldn’t do the same for other characters. It’s based *mostly off a real match so using mods to make him always misfire would be impractical and unfair.
Counter point first I wasn't talking about using mods I was just saying that the chance of Luigi getting at least one miss fire is nearly definite and if in the video other rng is being taken into account (Like literally all of hero's moves) then we should take some of Luigi eng with his miss fires into account.
Perhaps, but since this video measures every possible scenario, the possibility of Luigi getting 5 misfires still exists within the possibilities of vanilla Smash Ultimate even if unlikely. It may not be totally fair to include 5 misfires, but it also isn't really fair to include Kirby with Duck Hunt ability having a can at where his recovery ends. If this includes Hero having (specific status dependent on RNG) applied, misfires aren't out of the question
@@bigpapamanman1550 the Kirby can one is fine. You can be hit off stage with the duck hunt ability, and also be able to hit yourself with the can off stage. It's just that p jiggles isn't a duck hunt player to do it consistently
Wow, this is incredibly well done. The little fun details like picking up Wario’s bike, and the layering to increase the pace, really good work. Love it.
I love the fact that characters went for warios bike. It adds such a feeling of dedication to the time it takes to record and edit and think of all of these combinations for a video
link's bomb KB direction isn't random - it's based on where the bomb physically is in relation to him. e.g. it sends him backwards if he's holding it in front of him (and spin attack makes it go behind him during some frames of the animation)
Thank you I came down here to reply this. Up B spins him around so when the bomb detonates if he is in his 180 degree position it sends him forward. Also if you get launched facing away you can do Up B, then it will launch you forward simply because you are facing away
About Robin with no Wind Tome...Robin can do an "Empty Elwind" with make Robin do a little hop and doesn't put him in freefall which help him Recovering horizontally (Not Verticaly because it's non existent) so it can get one or 2 block further
The amount of time and editing this must have taken is *insane!!* The research needed to make this as accurate as one can as well!!!! Massive props to you for creating this, cuz I can't imagine how stressful this could have been!
I already see this in a few comments about Mac, but they're all talking about his D-air, when it's his N-air that allows you to preserve momentum for more horizontal distance. It's actually insane sometimes.
@@jumper2149 More than likely less lag and different air properties. I've had Macs recover from the edge of the blastzone, nearly straight horizontal, and it always caught me off guard.
There are a lot of these you coudlve done more optimally, like mii brawler or captain falcon, but I can really complain because this is an amazingly high quality video and I really appreciate the work you put into your videos and improving the smash community as a whole
Great video, just wanted to add something I found for K. Rool. If you use his up-air after his first jump, K. Rool manages to reach all the way to square 10. If you are able to squeeze out two up-airs, one after the first jump and one after the second, he makes it to square 11, but he might touch the ground between when his up-air ends and his up-special begins. I honestly couldn't tell, because the controller vibration for K. Rool landing doesn't occur, but the poof of smoke does. Either way, it bumps him up a few spots. Keep up the great work!
The items exploding isn't random it's based on where you're holding it during the explosion, so you have to manipulate you're animation so that the arm holding the bomb explodes behind yourself and then you can recover
As a Mii main, it cannot be underestimated how much I appreciate the effort you put into these three characters, especially considering you’ve probably given us more attention than the entire rest of the Smash community combined in this one episode lol
Amazing video! I’m sure 90% of the comments are going to say that while also complaining about something you did they felt like they could’ve done better so I just want to say I appreciate your effort unequivocally.
This is really really well done holy crap. I LOVED the little touches like all the different icons, "upper thirds" describing each character and their placements, and especially how wholesome it was that some characters walked off with Wario's bike like they were cleaning up his mess. Great vid. Can't wait to see you finally take a break and then come out with another banger!
you forgot mac's d-air. It gives his up-b a small horizontal boost. It may still not be better than airdodge, but if so, you should have showed it in the end if you knew about it
@@ABC-ik9vj most likely this is the case, however little mac down air significantly increase Little Mac’s forward momentum. Enough to maybe get to D tier (emphasise on maybe)
@@fanofindiegamesunpopulargames every combo of pikmin weight comes up to 18: 1. 3 heavies 2. 2 heavies and 1 medium 3. 1 heavy and 2 medium 4. 3 medium 5. 2 medium and 1 small 6. 1 medium and 2 small 7. 3 small 8. 2 heavies 9. 1 heavy 1 medium 10. 2 medium 11. 1 medium and 1 small 12: 2 smalls 13: 1 heavy 14. 1 medium 15. 1 small 16. 2 heavies and 1 small 17. 1 heavy and 2 smalls 18. No pikmin Welp I forgot two, not figuring out which two cuz laziness
10:11 as a wolf main, this is very helpful. I oftentimes find myself not being able to recover when I don’t have waft, even if I do have bike stored up.
my guess for the Link bomb launch is that his up special makes him spin, moving the bomb in his hand to the other side of him, making it launch him in another direction
31:25 This mechanic actually has to do with where the bomb physically is when link is holding it. During up b, links dominant hand moves behind him for a bit which is why sometimes it sends you forward, but when he’s just holding it he will always hold it in-front of him which will send him backwards.
I can't get over how good this editing it. The way you had Wario abandon his bike only for another character a few spots later to pick it up. Beautifully done.
I know this was probably made before it but there's a trick with Steve where you can stall in the air pretty much forever By placing a block, then doing down air and mining the Anvil, then repeat Dunno how this would qualify since technically that means Steve never falls down but isn't really moving much either
for little mac, similarly to snake, he gains a very small horizontal boost from using his down air, and his fall speed slows REALLY small with neutral air
Piranha plant has a recovery tech where if you spit out poison, double jump, and use poison again while double jumping, plant will rise in the air a bit. Plant possibly could have gone further with this.
10:20 premature comment here but i just saw this and it made me unreasonably happy. i love the little things, and the amount of effort put into your videos so much. one of the highest quality content i regularly watch edit: 11:18 it got better. that was beautifully done. i wont update this more unless i feel like i have to but know i appreciate these things so much as a viewer. great work
I am SOO HAPPY you remade this video because the original was how I discovered your channel and when you teased "ill remake it when all the DLC fighters are out" I was so hyped! Can't wait for the vertical version
For Robin, when he has no Elwind, he can use Up b and still not go into freefall. This means you can use it high in the Air to stall after your jumps and then airdodge (improving the distance of the no-elwind versions) and that if you get the tome back midair, you can Up B once without Elwinds, then Up b again. Combine this with thunder and you'll get a new version of his recovery that covers the most horizontal distance
robin can make it a tiny bit further if he uses an empty elwind tome to get a slight boost (doesnt put him in freefall) and then the elwind recharges mid jump for another up-B. great vid tho
With links bomb timer, the bombs launch angle is omni directional. It always sends him I the same direction: away from the bomb. But Link can spin with spin attack to make the direction correct which is what you saw happening
Hero, Mii Gunner and Olimar must have been the most fun to do right? I mean look at all those different takes with different up-b's and fair's and pikmin. You totally were not losing sanity doing that. All in all thou, this is very informative and fun to watch 👍
I'm always impressed by how much polish your videos have, it really feels like something a big company like Nintendo themselves would put out if prompted to. Great work, as always! :)
PJiggles is a gift we don’t deserve. The amount of sheer, tedious work and effort put into this video is incredible. Thank you for the content you make!
Something that could help with rng elements is working with people who mod the game to say make it so that hero has 4 constant spells and hocus pocus only give you big/small form. Other things could be giving peach a bob-omb infinite Luigi misfires etc also maybe a larger map/better map could be possible.
You’re a god damn legend with the amount of work you put in your videos. It’s INSANE and… also kind of inspiring. If I had the resources and the knowledge to support you on Patreon, trust me, I *would!* Hopefully when I’ll get my shirt (- the r) together… someday…
There's actually another variation for Robin recovery. That is, you use it without Elwind when it's without charge- and then, as soon as that happens, (timing matters) it regenerates, and so you can use the full elwind. Perhaps you already did this, but it's interesting to note nonetheless.
27:54 Bayonetta has Two optimizations to make 1) An extra Up-B. Do an Up B then Jump and Up B again and then double jump. 2) a Triple jump. Go Airborne and then Double jump and within 4 frames of Double-jumping use your Up-B and then Double jump and within 4 frames Up-B and Then just jump. (This First tech actually buffs this tech.
I usually don’t comment on videos but holy shit I have to applaud you PJiggles, this video must have taken forever and was extremely high quality, great job!
You put in a lot of work for this one! So I hate to do this, but I think my 2 characters have a slight bit extra. Bayonetta jump cancelling on a witch twist *does* give her more height (Not much, but makes a massive difference for combos), meaning that if you were to do one on the second twist, and still preserve the jump, you could probably get *maybe* another block. Will be more important for the vertical one. If Robin's wind tome is about to come back, you can use it before it recharges for the tiny hop it gives, which doesnt send you into free fall, then when it recharges, pop the elwind. Might make a slight difference. Figured these are good info to have, wonderful video!
I found it cute whenever Young Link went back and grabbed Wario’s bike to bring it out of the way. Same with Jigglypuff omg AND WHEN WARIO EVEN GOES BACK TO RIDE IT TO THE SIDE BRO
Snake’s recovery without c4 may also be infinite. Snake has a way to grab his own grenade while recovering. This is done by light tossing a grenade, using up b toward the grenade, and then an aerial or airdodge in order to catch the grenade which then allows you to repeat the process once the grenade explodes. I think that it starts to not lose height at around 100-110% but before that, it should be possible to make it so that Snake to get Snake to that percent without hitting the ground. I’d do this by starting with Snake holding a grenade before using his first cypher off the plat, letting the grenade explode and then a double jump cypher (cypher gains more vertical speed based on Snake’s initial vertical speed so double jump cypher goes farther). After that, start the light toss grenade -> cypher -> airdodge/dair nade catch loops. If you can get at least 3 loops without hitting the ground, subsequent loops should allow you to gain height which would make it infinite.
@@substitutedoll5224 his execution of it was pretty far from perfect and nair is worse than dair/airdodge up to conserve height and he can start off with a z nade into cypher to get height at the beginning.
aight, as for other stuff, Robin can regain his wind tome during his recovery, allowing him to use 2 el wind blades after using an empty version. So, I conducted my own very rough experiment using this knowledge and timing the recharge so that it comes almost immediately after the empty elwind. Without charging Thunder, but while using an empty elwind and a full elwind use, I was able to get Robin on the line between blocks 12 and 13, which is 4 blocks further than with only 2 blades of elwind. Since I'm not well versed in using Thunder to recover, I can only assume how far Robin will go with this condition, which requires you to be out of recovery, but have the perfect timing to get it back after an empty elwind use
10:20 11:32 13:22 Young Link, Jigglypuff, and Wario running back to pick up the bike is hilarious Also, almost all of the ranks are wrong since these are measured to the pixel and ties skip ranks anyways, but that's kinda nitpicky and doesn't make the video any less impressive
I absolutely love these kinds on videos when they are amazingly well done as this, I really like how you even used the style of the character's games when making the title cards.
Link, toon Link, Young link, Banjo, Bowser jr, pikachu (vertically), pichu (vertically), Meta knight (outclassed but still), ivysaur, squirtle (skill required) and of course snake.
34:11 if you use the COIL technique you can maintain full forward momentum in the air with Terry while having the command version of Rising Tackle ready to use.
Amazing video with great explanations at the end! Though I want to point out that similar to Snake Down Air and Fox Forward Air, Mega Man Down Air lets Mega Man stall a bit midair as well and is best used immediately after inputting double jump, letting him cover more horizontal distance
Dedede has this “movement tech”, that if you gordo in the opposite direction via a smash special, he receives more momentum. I think he’s C tier with that strat
You have a lot more time to set up Link’s bomb recovery if you DI up after the explosion. I was able to go from the left blast zone to the right blast zone with only 55% to start me off.
I really like and appreciate the quality and detail of this video. well done PJiggles! You went out of your way to make this super easy and quick to follow while still being packed with information. Big fan :)
Mii brawler's burning drop kick goes more distance if you b-reverse it in the air. Probably not that effective, but would change some of his placements
I think ROB technically can go further using a burner boost to get more beginning momentum, but it doesn't matter too much anyway holy hell the editing must have been insane to do, amazing video
I was so worried that the whole video would just be silent demonstrations of recoveries ... Thank goodness the second part is filled with your voice explaining a bunch of interesting things