dan smith
Smash Champion
This is an up to date explanation of the YYG provided to me by Reik. The original content of this post will follow for reasons historical preservation.
The Yo-Yo Glitch
Setting Up the Glitch
* The easiest way to set the YYG hitbox is to hit the enemy with only the first hitbox of Ness' U-smash, charge it a little, and then release it slightly after Ness flashes yellow ONCE. (The enemy will be knocked up and away a decent distance)
* Another way to set the hitbox is to hit with the 2nd part of the U-smash when the Yo-Yo creeps forward and is charging. (Extremely little knockback, this method is not recommended)
* The hitbox itself appears on the ground at Ness' feet just as the U-smash animation ends. If the backswing of the U-smash hits anything, the YYG hitbox will not be set.
Hitbox Recall (The Deathline)
* Only A-button attacks, grabs, and PKTM can recall or 'trigger' the hitbox.
* Only the original owner of the hitbox can recall it.
* When recalled, the hitbox takes on all characteristics of the attack used to recall it. The hitbox also elongates to form a line between itself and Ness. This has been dubbed the "Deathline." Anything in the path of the Deathline will be hit (unless the attack used was a grab... then only the enemy closest to Ness will be grabbed).
* The elongation occurs for the first frame only, then the hitbox returns to normal size and attaches to Ness for the rest of its duration.
Stuck Hitboxes (Jackets)
* If the recalled hitbox is U-air, D-air, or PKTM... contact with the ground at ANY time while the hitbox is out (it doesn't have to be during the Deathline frame) will extend the duration of the hitbox. For example: You can stick Ness' D-air to his body and hit someone just by walking into them. These are called the 'Jackets.'
U-air = Star Jacket
D-air = Spike Jacket
PKTM = Thunder Jacket
Basically, you have to cancel the attack animation somehow while the hitbox is still active to equip a Jacket. Therefore, sweetspotting the ledge during PKTM will extend the duration of its hitbox the same way as an aerial floorblast.
* Once you have a jacket equipped, you can swap it for another one using the same method you would for equipping it. It's common to set the hitbox, equip the Spike Jacket, then run to the edge and swap to the Thunder Jacket. If anyone jumps out to edgeguard you while you're equipping the Thunder Jacket, they will automatically be spiked by the Spike Jacket.
* There are 2 types of Thunder Jacket, depending on when you cancel the PKTM: The Point-Blank hit (25%, big hitbox) and the Other hit (20%, smaller hitbox).
* If a Jacket comes into contact with a player, that player will take damage from the attack ONCE. The hitbox will remain stuck to Ness until a move that can recall the hitbox is used (or until you die).
* If a Jacket hits 12 other targets it refreshes and can hit a target it has already hit once again.
* While Ness is on the ground, Jackets have priority like regular attacks. An attack of equal or greater priority will take away the Jacket's ability to do damage to the player who 'broke' the Jacket. (You will know when this has happened because Ness will flinch) In the case of projectiles, the Jacket will no longer block that type of projectile, and you will still be able to hit the opponent. A projectile can still 'break' a Jacket if Ness is in the air, but he will not flinch.
* The Thunder Jacket has greater priority than the others and has the biggest hitbox. Even so, the top half of Ness' head is not covered by it. Facing away from the opponent and crouching will almost completely protect you, though.
Extended Jackets (Special Yo-Yos)
* Ness' U-smash and D-smash will take on the characteristics of an equipped Jacket from the start of the animation until the first hitbox. (That means it comes out on the first frame. The U-smash comes out behind and slightly above Ness, while the D-smash is directly in front) These are called the Star Yo-Yo, Spike Yo-Yo, and Thunder Yo-Yo.
* The special Yo-Yo's hitbox will turn back into the normal Yo-Yo hitbox as soon as the normal hitbox would usually come out. This means that in order to hit with it, you have to hit with the very first part of the animation.
* If you hit an enemy with an uncharged U-smash of any of the special Yo-Yo's, another YYG hitbox will be dropped on the ground. This means you could hit someone with the Thunder Yo-Yo and immediately equip the Spike Jacket afterward to finish the job.
Dropped Jackets (YYG Traps)
* If you can cancel the U-smash or D-smash animation while the Special Yo-Yo hitbox is still active, it will drop on the ground. For example: You can drop the Thunder Jacket on the ground as a trap for your opponent to walk into.
* Some ways you might try to do this are: Platforms that disappear from under you, Falco's lasers, or anything else that will hit you through the Special Yo-Yo.
* This new dropped hitbox can still be used like the very first YYG hitbox in that you can use it for a Deathline or a new Jacket.
Glitching up Stages and Projectiles
* There are several stages where you can use parts of the level to set the YYG hitbox.
Green Greens - The star blocks
Peach's Castle - The switches (no charge needed)
Yoshi's Island - The flippy blocks
Icicle Mountain - The big ice blocks
Mushroom Kingdom II - Birdo
* Certain projectiles stay in the ground for a moment after a character uses them. These can be YYG'd.
Sheik's needles
Link's arrows
Young Link's arrows
Thoughts
As cool as the YYG sounds, it is not extremely useful in a real match. In order to hit someone with a Deathline you'd have to U-smash them (which is difficult in itself) and then run behind them without attacking to make sure they're in the path of the hitbox. The Thunder Jacket, while incredibly powerful, takes very long to equip and can still be disarmed by shielding.
Teams may be another story, since you can glitch off your partner.
Personally I don't even bother going for the YYG anymore unless I'm sandbagging or trying to show off. Or unless I counterpicked Green Greens.
THE ORIGINAL FIRST POST:
The combined efforts of VilNess, LonleyNess, and myself have come to fruitition.
I waited a while incase either of them wanted to post about it...
It's fairly simple though...so I thought I would just lay it down for people who weren't part of the process.
The glitch occurs when you hit with a CHARGED UpSmash (no C-Stick) but only hit your opponent once. It may sound easy but if you charge it the opponent basically gets sucked into a second and maybe even third hit.
The easiest way to get only the first hit of a charging UpSmash in is to damage your opponent to high enough damage. It varies for each character...but for example...DK needs to be around 150% to get a reliable Glitch on him.
Once DK is at high enough damage you simple have to start charging an UpSmash underneath DK and he will fly up into the air. Releasing the yo-yo simultaneously is not crucial. If DK flies up and dosen't hit the second hitbox...and it was ineed a correctly charged UpSmash...Ness will drop his second hitbox onto the ground. These invisible yo-yo hitboxes act as booby traps and last seemingly until touched by an opponent.
Ness (you) can walk through the trap-box without even knowing it's there.
You can only lay one "Trap-Box" at a time.
When an NME hits your Trap-Box you can do any attack (except for PK moves...may differe by version) and this attack with translate to your Trap-Box. For example...you can be accross the stage when they hit the trap and if you Dair at that moment they will pop up.
If they are on a direct line between you and the Box this will also work. Try grabbing an NME between you and the trap! Ness suddenly has the longest grab range in the game!
If you have mulitple NMEs inbetween you and the Trap-Box you can also chain your attacks along all of these players. If you have 3 NMEs inbetween you and the Trap-Box....Dair the closest NME and the other two will get hit also.
The hitbox is dropped one of three places along the cource of Ness' UpSmash. (from what I personally have observed)
1. Near Ness himself, the hitbox is dropped as Ness is putting away the yo-yo. Why exactly is not know...by me...
2. At the end of the UpSmash...where the yo-yo lay while charging. Why it lands here and what is involved in in causing this placement, unknown. I have only seen a few of these.
3. Behind Ness...when his yo-yo lands after the half circle of the UpSmash. Why this happens, once again, unknown. I have only seen this once though and it was a strange occurance. I hit with 3 hitboxes all the way around the UpSmash instead of the standar one. What this means?...no frickin' idea...
So that is the meager detail we have on that part of the issue.
Well...that's that!
Enjoy laying yo-yo hitboxes Ness players.
The future? We need to figure out how to do this...effectively.
Peace.
The Yo-Yo Glitch
Setting Up the Glitch
* The easiest way to set the YYG hitbox is to hit the enemy with only the first hitbox of Ness' U-smash, charge it a little, and then release it slightly after Ness flashes yellow ONCE. (The enemy will be knocked up and away a decent distance)
NOTE: It's difficult to describe the timing for the YYG. If you need to see it in action, watch Simna's Guide to PK Thunder Volume 2 and fast forward to about 3:30.
* Another way to set the hitbox is to hit with the 2nd part of the U-smash when the Yo-Yo creeps forward and is charging. (Extremely little knockback, this method is not recommended)
* The hitbox itself appears on the ground at Ness' feet just as the U-smash animation ends. If the backswing of the U-smash hits anything, the YYG hitbox will not be set.
NOTE: The hitbox is invisible. Your opponent will take about 4 damage if he walks into it and your next hit will be a Ghost Hit.
Hitbox Recall (The Deathline)
* Only A-button attacks, grabs, and PKTM can recall or 'trigger' the hitbox.
* Only the original owner of the hitbox can recall it.
* When recalled, the hitbox takes on all characteristics of the attack used to recall it. The hitbox also elongates to form a line between itself and Ness. This has been dubbed the "Deathline." Anything in the path of the Deathline will be hit (unless the attack used was a grab... then only the enemy closest to Ness will be grabbed).
* The elongation occurs for the first frame only, then the hitbox returns to normal size and attaches to Ness for the rest of its duration.
Stuck Hitboxes (Jackets)
* If the recalled hitbox is U-air, D-air, or PKTM... contact with the ground at ANY time while the hitbox is out (it doesn't have to be during the Deathline frame) will extend the duration of the hitbox. For example: You can stick Ness' D-air to his body and hit someone just by walking into them. These are called the 'Jackets.'
U-air = Star Jacket
D-air = Spike Jacket
PKTM = Thunder Jacket
Basically, you have to cancel the attack animation somehow while the hitbox is still active to equip a Jacket. Therefore, sweetspotting the ledge during PKTM will extend the duration of its hitbox the same way as an aerial floorblast.
NOTE: All jackets are invisible.
* Once you have a jacket equipped, you can swap it for another one using the same method you would for equipping it. It's common to set the hitbox, equip the Spike Jacket, then run to the edge and swap to the Thunder Jacket. If anyone jumps out to edgeguard you while you're equipping the Thunder Jacket, they will automatically be spiked by the Spike Jacket.
* There are 2 types of Thunder Jacket, depending on when you cancel the PKTM: The Point-Blank hit (25%, big hitbox) and the Other hit (20%, smaller hitbox).
* If a Jacket comes into contact with a player, that player will take damage from the attack ONCE. The hitbox will remain stuck to Ness until a move that can recall the hitbox is used (or until you die).
IMPORTANT NOTE: The very next hitbox used after a Jacket hits a certain player will NOT hit that player. This is called a "Ghost Hit." For example: If F-air is the next attack used after hitting with the Spike Jacket, the first of the 5 sparks will not affect the opponent.
* If a Jacket hits 12 other targets it refreshes and can hit a target it has already hit once again.
* While Ness is on the ground, Jackets have priority like regular attacks. An attack of equal or greater priority will take away the Jacket's ability to do damage to the player who 'broke' the Jacket. (You will know when this has happened because Ness will flinch) In the case of projectiles, the Jacket will no longer block that type of projectile, and you will still be able to hit the opponent. A projectile can still 'break' a Jacket if Ness is in the air, but he will not flinch.
NOTE: Jackets do not block all types of projectiles.
* The Thunder Jacket has greater priority than the others and has the biggest hitbox. Even so, the top half of Ness' head is not covered by it. Facing away from the opponent and crouching will almost completely protect you, though.
Extended Jackets (Special Yo-Yos)
* Ness' U-smash and D-smash will take on the characteristics of an equipped Jacket from the start of the animation until the first hitbox. (That means it comes out on the first frame. The U-smash comes out behind and slightly above Ness, while the D-smash is directly in front) These are called the Star Yo-Yo, Spike Yo-Yo, and Thunder Yo-Yo.
* The special Yo-Yo's hitbox will turn back into the normal Yo-Yo hitbox as soon as the normal hitbox would usually come out. This means that in order to hit with it, you have to hit with the very first part of the animation.
NOTE: Whether you hit or miss, the Jacket will be gone afterward.
* If you hit an enemy with an uncharged U-smash of any of the special Yo-Yo's, another YYG hitbox will be dropped on the ground. This means you could hit someone with the Thunder Yo-Yo and immediately equip the Spike Jacket afterward to finish the job.
Dropped Jackets (YYG Traps)
* If you can cancel the U-smash or D-smash animation while the Special Yo-Yo hitbox is still active, it will drop on the ground. For example: You can drop the Thunder Jacket on the ground as a trap for your opponent to walk into.
* Some ways you might try to do this are: Platforms that disappear from under you, Falco's lasers, or anything else that will hit you through the Special Yo-Yo.
NOTE: It's nigh-impossible to pull this off successfully in a 1 vs. 1 match.
* This new dropped hitbox can still be used like the very first YYG hitbox in that you can use it for a Deathline or a new Jacket.
Glitching up Stages and Projectiles
* There are several stages where you can use parts of the level to set the YYG hitbox.
Green Greens - The star blocks
Peach's Castle - The switches (no charge needed)
Yoshi's Island - The flippy blocks
Icicle Mountain - The big ice blocks
Mushroom Kingdom II - Birdo
* Certain projectiles stay in the ground for a moment after a character uses them. These can be YYG'd.
Sheik's needles
Link's arrows
Young Link's arrows
Thoughts
As cool as the YYG sounds, it is not extremely useful in a real match. In order to hit someone with a Deathline you'd have to U-smash them (which is difficult in itself) and then run behind them without attacking to make sure they're in the path of the hitbox. The Thunder Jacket, while incredibly powerful, takes very long to equip and can still be disarmed by shielding.
Teams may be another story, since you can glitch off your partner.
Personally I don't even bother going for the YYG anymore unless I'm sandbagging or trying to show off. Or unless I counterpicked Green Greens.
THE ORIGINAL FIRST POST:
The combined efforts of VilNess, LonleyNess, and myself have come to fruitition.
I waited a while incase either of them wanted to post about it...
It's fairly simple though...so I thought I would just lay it down for people who weren't part of the process.
The glitch occurs when you hit with a CHARGED UpSmash (no C-Stick) but only hit your opponent once. It may sound easy but if you charge it the opponent basically gets sucked into a second and maybe even third hit.
The easiest way to get only the first hit of a charging UpSmash in is to damage your opponent to high enough damage. It varies for each character...but for example...DK needs to be around 150% to get a reliable Glitch on him.
Once DK is at high enough damage you simple have to start charging an UpSmash underneath DK and he will fly up into the air. Releasing the yo-yo simultaneously is not crucial. If DK flies up and dosen't hit the second hitbox...and it was ineed a correctly charged UpSmash...Ness will drop his second hitbox onto the ground. These invisible yo-yo hitboxes act as booby traps and last seemingly until touched by an opponent.
Ness (you) can walk through the trap-box without even knowing it's there.
You can only lay one "Trap-Box" at a time.
When an NME hits your Trap-Box you can do any attack (except for PK moves...may differe by version) and this attack with translate to your Trap-Box. For example...you can be accross the stage when they hit the trap and if you Dair at that moment they will pop up.
If they are on a direct line between you and the Box this will also work. Try grabbing an NME between you and the trap! Ness suddenly has the longest grab range in the game!
If you have mulitple NMEs inbetween you and the Trap-Box you can also chain your attacks along all of these players. If you have 3 NMEs inbetween you and the Trap-Box....Dair the closest NME and the other two will get hit also.
The hitbox is dropped one of three places along the cource of Ness' UpSmash. (from what I personally have observed)
1. Near Ness himself, the hitbox is dropped as Ness is putting away the yo-yo. Why exactly is not know...by me...
2. At the end of the UpSmash...where the yo-yo lay while charging. Why it lands here and what is involved in in causing this placement, unknown. I have only seen a few of these.
3. Behind Ness...when his yo-yo lands after the half circle of the UpSmash. Why this happens, once again, unknown. I have only seen this once though and it was a strange occurance. I hit with 3 hitboxes all the way around the UpSmash instead of the standar one. What this means?...no frickin' idea...
So that is the meager detail we have on that part of the issue.
Well...that's that!
Enjoy laying yo-yo hitboxes Ness players.
The future? We need to figure out how to do this...effectively.
Peace.