[Collapse=Teching and DI]1.Hitbox comes out
2. player/shield is hit
3 hitstop(hitlag) occurs, both players are frozen in place for a set amount of time. During this freeze you can inut SDI
4 ASDI is on the same frame that you start moving, You also want to normal DI perpendicular to your launch angle. This is necessary for the maximum change in trajectory. You will either be trying to survive, tech, or escape the next move in a particular "combo" Survival DI is typically towards the stage and up to some degree. This will direct your path up and towards the corners of the blast zone giving you the best chance to recover. Double stick DI(actually just using both sticks(c stick for ASDI only) but often misused to describe trying to stick tech) is usually the opposite. Its away and down in attempts to lower your launch angle as much as possible so that you can tech. Combo DI is tricky, it varies from character to move, to situation to time of day. Most of the time tho ur gonna wanna to smash as far away to get out of the next hit, sometimes you wanna go up and out of their reach, to a platform, or sometimes down to the ground thus ending the combo.
Teching...
Basically you can pop up rather quickly to recover from hitting the ground. Your velocity is drastically slowed but you keep your momentum. there are 4 kinds of techs:
1.Just normal run of the mill stick tech, such as after falcons downthrow. You can tech from the tumble animation, or during hitstun. During a tumbling animation tho mashing buttons is usually better because you recover immediately and are not forced into a more limiting situation. With m2 or fox I like to recover from tumbles with laser(since it land cancels) or a shadowball. A way to force yourself into the tumble animation is to WD back off a platform or edge while holding shield(it has to come out b4 u fall off). If you fall off backwards while shielding you will tumble, and can actually force yourself to tech...its easier to test with m2 or luigi on the right platforms in hyrule.
2.double Stick Techs-You optimize you DI so that you collide with a floor surface during ASDI in which you still have most of the momentum from the attack but your net displacement will greatly decrease.
3.Wall/ceiling tech-same as a stick tech except you collide with a wall or ceiling. The biggest difference other than the ability to wall jump, is that you can collide with these surfaces during hitstop as well. What this means is that you can SDI into the side of a wall to "ledge tech" which opposes stick techs because you must ASDI into the ground in order to "collide" with the surface.
4.non stick tech-Im not 100% sure on the conditions required to satisfy this, but I know that as you fly across a platform (often diagonally) you can simply hit left/right and you will instantly right yourself but will keep all of your momentum. And for the record this isnt the same thing as edge canceling your downed animation when u miss a tech.
TEch mechanics are as follows:
A FULL press of L/R starts your tech cycle. It is discriminant on what you are doing, whether it be airdodgeing, shielding( full press is required to powershield), l canceling...its best to light press so you do not prematurely activate your tech cycle, Wave Dash(huge, Will **** up your techs if u get hit during the wrong time)
notice I said it only starts your tech cycle.
This tech cyle lasts for 20 frames. During the twenty frames if you ASDI into a floor, land on a floor during hitstun or tumble, SDI/ASDI into a wall/ceiling... you will stick tech unless you break one of the following rules:
All of this is independent on whether you have teched or not teched already, its about having a working tech window, a broken one, or during cool down. Im 100% sure on whether you can tech multiple times during 1 tech cycle(will make sense later) but Im assuming that either you can, or it would never come up simply due to the length of time in which it takes to tech.
A 2nd full press of L/R during your initial 20 frame working tech cycle, will break your tech cycle and it will become broken. What this means is that you immediately start a new 20 frame window...but you CANNOT tech because you "mashed" L/R.
After every single tech cycle(working or broken), there is a 20 frame cool down in which you cannot tech. If you fully press L/R during the cool down you immediately start a broken tech window of 20 frames...followed by the standard 20 frame cool down in which you cannot tech during regardless of the situation.
If you press L/R during hitstop you cannot tech because you immediately enter a broken tech cycle, once again followed by the standard 20 frame cool down.[/Collapse]
EZ MODE Reading
20 frames of wrkng tech as long as you dont "break" the cycle
20 frames of cool down
or
20 frames of broken tech
20 frames of cool down
nothing inbetween, either it works or its broke, then cool down. this means to play it safe you have to wait 40 frames between L/R presses to always be in good standings for techs.
*+Very important*+
If you plan on stick teching you want to assess the time from when u will get hit until the time that you will hit the ground. Since you cannot activate a working tech cyle during hitstop, you must press L/R b4 or after you get hit.
If you plan on pressing it after just make sure that you have enough time to do it b4 you hit the ground. This is hard to accomplish for double sitck etchs, or when close to a wall/ceiling such as ledge teching(I mean like actually close to the wall) but much easier with normal stick techs or wall/ceiling techs where u have some time to react.
If you plan on pressing it b4, such as attempting to double stick tech, insta-tech, wall/ceiling tech being very close to the wall, you need to take into account the hitstop of the move you are being hit with. Take a move like samus charge shot which has 16 frames of hitstop. If you are close to a wall and want to ledge tech u dont have alot of time to react after getting hit, so u push L/R b4 hand...well the tech window only last for 20 frames. 20-16=4 frames. You must activate you tech cycle within 4 frames of being hit. moves that are easier to DI, are harder to stick tech if you have to press L/R beforehand.