Ruben (@Ruben_dal) header
Ruben (@Ruben_dal) profile picture

Smash Calculator and Data Viewer developer. Smash researcher/labber. Software developer.

Mexico
Joined May 2011
Photo by Ruben (@Ruben_dal)Photo by Ruben (@Ruben_dal)Photo by Ruben (@Ruben_dal)Photo by Ruben (@Ruben_dal)Photo by Ruben (@Ruben_dal)Photo by Ruben (@Ruben_dal)Photo by Ruben (@Ruben_dal)Photo by Ruben (@Ruben_dal)Photo by Ruben (@Ruben_dal)Photo by Ruben (@Ruben_dal)
Smash Ultimate Data Viewer updated with 13.0.1 character scripts and diffs rubendal.github.io/ssbu/#/
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It’s eat or be eaten when Metroid Ravenous, the latest game in the 2D Metroid series, arrives on Nintendo Switch 2 Jan 28! #NintendoDirect
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Turns out Byleth upb ignores grab invulnerability ONLY if it is set from a throw, it's not ignored if it comes from a grab release or another upb, which means Byleth can double upb as long as the second upb hits within the first 60 frames of using a throw, thanks @Ruben_dal!
This also works on DK! only if you get him from his back like the original 0td however Any help labbing why the second upb ignores the grab invulnerability or who else this works on is greatly appreciated @Mkleosb @RenoSb_ @justinbyleth @crest_scholars @Deox6_SSB
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There are no changes related to characters on 13.0.3 update, they just fixed GSP calculation on disconnection
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Nintendo Switchソフト『大乱闘スマッシュブラザーズ SPECIAL』の更新データVer.13.0.3の配信を開始しました。オンラインモードでの対戦終了時に特定のタイミングで通信切断を行うと、世界戦闘力が適切に変動しないことがある問題を修正しました。 support.nintendo.com/jp/swit…
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Vikala will be rounding out Character Pass 1 as the sixth and final DLC character! #Evo2024 #GBVSR
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More stuff about Finish Zoom, it's bugged on slow gameplay speeds allowing launched characters to hitstun cancel as seen with Steve's PMLG so it can make stuff like this happen lol
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Fun fact about Finish Zoom, hitboxes with Electric and Paralyze effects launch opponents farther than normal when triggering the effect since the game gives them an extra frame of hitstun
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Finish Zoom effect end lasts for 8 frames with a slowdown of 1/4x, with the first 4 frames having the opponent in freeze frames and launch happening on frame 5 However for Electric/Paralyze hitboxes freeze frames aren't applied and launch starts on frame 1
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Samus Aran is back! Metroid Prime 4: Beyond will be released on #NintendoSwitch in 2025. #MetroidPrime4 #NintendoDirect
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There are no changes in this version besides amiibo param files for Sora amiibo support, this patch was probably made shortly after 13.0.1 was finished and kept offline until Sora amiibo released
Nintendo Switchソフト『大乱闘スマッシュブラザーズ SPECIAL』の更新データVer.13.0.2の配信を開始しました。明日2月16日発売のamiibo「ソラ」をご使用いただくには、Ver.13.0.2へのアップデートが必要になります。 nintendo.co.jp/support/switc…
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Seems a lot of people forgot autolink jank happening when bouncing on walls, ROB being the character most affected by it due to how it works and that jumping while having launch speed active makes them jump higher than normal as seen with windboxes and Steve PMLG lol
???????? BRO???????????????
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Autolink angles drag opponents using attacking character movement speed, opponent's position and hitbox position to make multi-hits connect with a high launch speed decay in case it gets interrupted but on wall bounce this decay isn't applied and sends them flying
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Opponent position used is TransN bone which is at the bottom near character legs and ROB being big makes it susceptible to high launch speed drags which could happen with other characters when extending their hurtboxes (Plant's down B being a notable example for this)
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ROB's up B uses a state called SpecialHiAttack when using an aerial which doesn't use the aerial shieldstun multiplier making them safer than normal SpecialHiAttack only checks which aerial ROB will use and calls it using a subroutine without applying the shieldstun multiplier
to briefly elaborate: when ROB is in up B, the game bypasses the 0.33x shieldstun/shield push modifier normally applied to aerials (my guess is the game incorrectly classifies them as specials somehow but i havent tested thoroughly) this makes *all* aerials much safer
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Yes this is an unpaid intern thing since it could have been applied there and yes this has been a thing since the game released but went unnoticed since no one tried to lab stuff out of up B Also ROB Nair can be +4 at most when used out of up B lol
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ルビィちゃんおめでとう〜! #黒澤ルビィ生誕祭2023 #黒澤ルビィ誕生祭2023
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Very few Switch games support using a keyboard. Digital controllers are gaining traction, and using a keyboard for Smash could be a great transition to using box-style controllers. Here's switch-keyboard-controller, a configurable software mod for doing just that on console!
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Steve hitstun/electric hitlag cancel thread Steve can cancel regular hitstun, electric hitlag and paralysis frames if he's hit when placing a block, there are 2 variations of it - Hit before placing the block or during block placing failure animation - Hit after placing block
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Example of paralysis cancel with both versions
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Kinda forgot to post this one... to activate the cancel you can buffer jump and an aerial during hitlag but you can also do it by holding the jump and attack button during hitlag and hitstun lol
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