[TAS] SSBM: Marth vs. The Ganondorf Challenge

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Published on ● Video Link: https://www.youtube.com/watch?v=K2a8M6d37AA



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I decided to have another go at the Ganondorf Challenge, this time using Marth instead of Captain Falcon. I allowed myself to take damage to make it more entertaining, as a No Damage run would just be about 9,000+ perfectly spaced Forward Airs repeated over and over again. That would be bland, and I wouldn't have that.

When you tech on the ground, you conserve all the momentum you had while in knockback. This makes for some rather funny scenarios if applied correctly.

There were a few moments where I supposedly teched on "Air" instead of a ceiling; I assume this has to do with the way Melee handles extremely high levels of knockback. See, in normal instances of playing, this level of knockback usually never happens, and your position in relation to whether you can tech or not is pretty much what it is. In instances like this, where you move an extraordinary amount of distance within a single frame, Melee's position checking is off. It has trouble calculating where you're going to be at an exact point. The way that I see it, Melee thinks, based off of the trajectory you're expected to go, "Oh, it looks like you're going to hit a ceiling. I'll let you tech.", when you're actually right next to the ceiling in the time span of one frame.

Don't quote me on it, it's just what I think.




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Tags:
Tool Assisted Speedrun
Super Smash Bros
TAS



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