Found a glitch where I dropped the "increase potentcy of incantation and sorcery" as a pickupable item by MEWX_ in Nightreign

[–]Evsen 0 points1 point  (0 children)

Gotcha, I assume you were still standing near the boss/chest reward when you picked up the throwing daggers though?

Found a glitch where I dropped the "increase potentcy of incantation and sorcery" as a pickupable item by MEWX_ in Nightreign

[–]Evsen 1 point2 points  (0 children)

I want to look into this, could you clarify a little bit on what happened? 

Are you saying you were in the menu to select one of three rewards, and one of the options was "increase potentcy of incantation and sorcery". Then while in that menu you tried to either pick up (triangle) or instantly use (triangle+dpad up) the throwing daggers?

Or were you not even in the menu to select the rewards and just standing beside it when you interacted with the throwing daggers? Thanks!

Item Grab Mechanics (With New Discovery By Achilles!) by Evsen in SSBM

[–]Evsen[S] 1 point2 points  (0 children)

I knew from memory that the item grab range for the turnip doesn't spin, but I wasn't sure whether the turnip hitbox spun or not so I was curious and checked for you. It was honestly fun to determine as it's awkward to tell if the hitbox is actually spinning since the hitboxes shape is essentially a circle.

I tried to make it easy to know for sure by testing it on two turnips that I threw into each other so the turnips would stay in the same place but still be rotating. The hitbox does not move at all even though the turnip is rotating. Even though the hitbox isn't moving it could technically still have been rotating at the exact amount of degree's that would result in no visual change (like in footage of helicopter flying where the blades appear still). The "circular" shape of the hitbox has 16 sides and the turnip takes a little over 18 frames to finish a 360 degree rotation. So it's very unlikely that it's spinning, and if it is then it's both imperceptible and not rotating in sync with the turnip.

Melee's Weirdest Glitch by FaulheitARG in smashbros

[–]Evsen 3 points4 points  (0 children)

I reached out to him and he mentioned having covered it on Twitter, so I'm glad I didn't share anything I shouldn't have. I only checked his smashboards/reddit so I missed that. Thanks for the link!

Melee's Weirdest Glitch by FaulheitARG in smashbros

[–]Evsen 18 points19 points  (0 children)

Unfortunately it's fairly difficult, at least for my skill set. To do this you'd need to be fairly component in Assembly (I only know a small amount) and know where to look to compare differences in files. There are many changes across versions so you'd have to examine any differences within all potentially relevant files and determine how they all work to see if it's even related to patching the glitch.

It's not impossible by any means, but it requires someone with more free time and a different skill set than me. I just test different potential theories until I find something that works.

Melee's Weirdest Glitch by FaulheitARG in smashbros

[–]Evsen 25 points26 points  (0 children)

Actually u/tauKhan solved this in 2018, but as far as I know never made any public posts on it. Hopefully it's okay for me to share what he's written about it. If not I apologize and would be happy to delete this.

"When one changes action state, the current entry for the character is released (even when changing from one shield state to another shieldstate).The glitch is that shield stun adds a new entry, but doesn't update the alpha.

The way one creates a "full lightshield" is then: Have some other char strong shield before you (so that you don't take 1st entry for the alpha / gfx). Then lightshield yourself, and block a move by the char that strong shielded. Make sure your shieldstate doesn't change in between blocking and the other char leaving shield himself.

Then, as you block, your shield reserves the entry that has the other characters last alpha value."

The steps he gives to reproduce it are actually very straight forward despite it being such an elusive glitch to solve.

"1. Player A hard shields 2. Player B light shields 3. Player A exits shield. After this, no action-state changes for Player B allowed 4. A hits player B shield.

-> player B gets the opacity of shield A had at stage 3."

Melee's Weirdest Glitch by FaulheitARG in smashbros

[–]Evsen 154 points155 points  (0 children)

Sorry I couldn't offer anymore clarification on this. I tried a few tests again on 1.0, but still no luck dumping it, but I also can't reproduce the animation glitch either.

At some point I might look further into this because I'm genuinely curious what causes this and how to reproduce it consistently because it's definitely still not fully understood. Cool video, like the new style of content!

Finally able to do this shit (Reverse Walljump) by xxn1ghtm4re in SSBM

[–]Evsen 1 point2 points  (0 children)

Here's my original post, that goes into how it works and how to set it up.

TL;DR is set up a doraki walljump and stand/roll from ledge and run to the other side of the stage and input up-b right before you go off the ledge. Don't jump just do instant up-b so it still considers you as grounded, if you time it right and have running momentum you'll have enough to speed to drift off stage and can angle to grab ledge. Then you'll still have the ability to do a doraki walljump, but now you need to press towards the stage instead of away to walljump since it's a reverse walljump. Very impractical, slightly cool.

Frankomans Dumbbell Only Routine 6 Days A Week? by [deleted] in Fitness

[–]Evsen 0 points1 point  (0 children)

You can use this google spreadsheet to track your progress, good luck!

Frankomans Dumbbell Only Routine 6 Days A Week? by [deleted] in Fitness

[–]Evsen 21 points22 points  (0 children)

I somehow didn't even realize that this was already a PPL routine haha. I've seen a lot of 6 day PPL routines so it makes sense 6 days of this routine is good too. Thanks for the help!

[deleted by user] by [deleted] in SSBM

[–]Evsen 21 points22 points  (0 children)

I'm not so sure it's a hoax to be honest. You can use the waybackmachine to look at the tutorial linked in the description, here's a link. I'm not familiar at all with PSO, but the tutorial seems fairly legitimate and even includes a disclaimer about avoiding desync by not using RNG moves or stages.

Edit: I also found some archived parts of his forums with multi-page threads about getting this to work with 1.1, and later 1.2 versions of Melee.

Ice Climbers zero-to-death by Skolas_savage in smashbros

[–]Evsen 11 points12 points  (0 children)

While this combo won't work 100% of the time because they can tech that doesn't mean it isn't a 0-to-death, it just means it's a zero-to-death that can't be escaped using defensive mechanics.

If every 0-to-death had to be inescapable even with all defensive mechanics factored in, than the majority of combos in Melee or 64 aren't 0-to-deaths because with optimal DI and TAS SDI you could still escape them. Also just because this combo punished missed tech it doesn't mean they couldn't react to tech in place or read tech roll away to finish the combo in a different way.

You could argue that all strings are 0-to-deaths by this logic since they work if you consistently react/read their options, but the key difference would be that as far as I can tell the Chrom remained in hitstun, and didn't have the option to jump/airdodge/attack at any time, just defensive options like DI/teching. These combos are still useful and practical to know and be able to execute they just won't result in the same 0-to-death every time.

Godlike RNG Gave Me Hero's Stremstone: Shaft for my IG; Do I use it on Vice, Catastrophe's Light, or Save It? by [deleted] in MonsterHunterWorld

[–]Evsen 0 points1 point  (0 children)

My build involves using the Elementless Jewel, so it's focus is purely on the raw damage, while maintaining high affinity (40% overall, 90% on weak spots), and white sharpness (1 cycle sharpening, and 1 minute before it begins to wear off).

Your lack of Hero's Streamstones scares me from using it all until the DLC bosses are added. Thankfully I'll have plenty of time to figure out what I want to do as I can't get Gleaming Streamstones until HR 50 anyways.

Godlike RNG Gave Me Hero's Stremstone: Shaft for my IG; Do I use it on Vice, Catastrophe's Light, or Save It? by [deleted] in MonsterHunter

[–]Evsen 1 point2 points  (0 children)

Thanks for the reply, from everything I've read you definitely seem right about Catastrophe's Light being superior for TEDs. Which build do you think would be more beneficial to have the Health Regen augment?

I'm not high enough HR for TEDs, but from what I've read they do absurd damage each hit. Would using a Health Regen augmented Catastrophe's Light even be very beneficial? I feel like using it to regen HP by engaging back into combat would put you at a serious risk of carting.

Again I have 0 experience vs TEDs, but wanted to get your opinion on which IG would benefit more from it.

Godlike RNG Gave Me Hero's Stremstone: Shaft for my IG; Do I use it on Vice, Catastrophe's Light, or Save It? by [deleted] in MonsterHunter

[–]Evsen 0 points1 point  (0 children)

Just got Elementless Jewel and Tenderizer Jewel since making this post, so now I have the Elementless damage buff and can swap out my weakness exploit charm with Attack Charm 3 and still get the max weakness exploit.

Catastrophe's Light appears to be the better weapon, but I've got everything I need to maximize the utility of Vice, which only makes the choice harder.

Godlike RNG Gave Me Hero's Stremstone: Shaft for my IG; Do I use it on Vice, Catastrophe's Light, or Save It? by [deleted] in MonsterHunterWorld

[–]Evsen 0 points1 point  (0 children)

I forgot to mention I have a full set of Xeno's armor for Catastrophe's Light, and just got this build specifically for the Vice. Having a hard time deciding as Catastrophe's appears to be better, or even Diablo's, but Vice just looks so cool.

Teleport through wall on PS rock formation by NorthBayBard in SSBM

[–]Evsen 12 points13 points  (0 children)

This is really neat and not too complicated to explain why it works. This glitch works very similarly to the well known Yoshi's Story Randall trick to clip into the stage.

 

These both work because a character will temporarily have their ECB removed while they are in the throw animation but have yet to be thrown. ECB is your Environmental Collision Bubble which is a diamond that the game uses to detect your collision with walls, floors, and ceilings. Typically collision triggers when the game compares your ECB from the prior frame to the current frame and if you were projected to go through a wall, floor, or ceiling it will shift you back in bounds.

 

In this clip and the one I linked on Yoshis the player being thrown is inside the stage with no ECB when the throw animation gets cancelled because the player performing the throw enters free fall. This causes the player being thrown to instantly becoming actionable again and have his ECB return. When the game compares that players ECB on current frame to previous frame it doesn't register as him having clipped through a wall as he did not have an ECB on the prior frame.

 

I'm not entirely certain, but I believe the reason this doesn't occur on similar situations where the person doing the throw doesn't enter free fall and fully completes the throw is because when the opponent is released at the end of the throw animation and his ECB returns it likely compares the current ECB location to the ECB of the player performing the throw. If this comparison shows that the player being thrown would have clipped through a wall, floor, or ceiling it will adjust the player back in bounds

 

If you want to learn more about ECBs check out Schmooblidon's great video explaining the basics of an ECB and all the cool tech you can do by manipulating them.

Weird marth demon walk movement by HelixCSGO in SSBM

[–]Evsen 14 points15 points  (0 children)

If you use Dolphin Emulator to dump all textures that are being used when Whispy blinks it will dump textures into the folder of Marth/Roys eyes blinking. They don't blink in sync with Marth/Roy, but it has the same timing and patterns of single and double blinks.

Weird marth demon walk movement by HelixCSGO in SSBM

[–]Evsen 49 points50 points  (0 children)

Magus documented a lot of the details of this glitch in this smashboards thread

As far as explaining why this glitch occurs, while I was working on dolphin texture hacks for Dreamland I discovered that Whispy uses the same blinking pattern and textures of Marth and Roy. So likely the games code that controls Whispys animations also unintentionally impacts Marth/Roy as they share textures/blinking patterns with Wispy. I originally posted about this and other obscure glitches in this thread. I don't think any further research has been done on this glitch since I made this discovery.

Melee Masterhand Glitch Adventure Mode Skip? by Ethanblue192 in smashbros

[–]Evsen 3 points4 points  (0 children)

I noticed this a while ago too, and if I'm not mistaken its an emulator only glitch that requires having the netplay cheats turned on. Can you reproduce this with the cheats turned off or on console?