Disclaimer: The following post might quite possibly be written in shoddy English. I've been up all night (24+ hours).
(1st post revamped after receiving new info from scotu)
Certain attacks cannot be Smash DI:ed, neither shielded or on hit. These attacks dish out what has been dubbed "Cinematic Hit Lag" (or "Fake Hit Lag" or whatever, take your pick). Cinematic Hit Lag cannot be Smash DI:ed. A characteristic of Cinematic Hit Lag is that it lasts for a very long time.
The following moves have been tested by me and/or my friend Nizro and have been confirmed to have Cinematic Hit Lag (with possible errors on our part).
Marth:
Fsmash (tipper)
Wolf:
F-tilt (as suggested by scotu)
Zelda:
Fair
Bair
Toon Link:
Fsmash (2nd hit)
The usual suspects: Moves which have a lot of stun, but which do not have "Cinematic Hit Lag":
* Wolf's Fsmash (both hits)
* Captain Falcon's Knee
* Donkey Kong's Fsmash, Fair and Giant Punch (Neutral B)
* Link's Fsmash (both hits)
* Pikachu's Dsmash (duh!)
* Marth's tippered U-tilt, Fair and Dair (we're pretty sure, not positive, requires retesting)
* Snake's F-tilt (ColinJF)
* Zelda's D-tilt
* Ganondorf's Dsmash (UltiMario)
The untested suspects: Moves which are suspected of having "Cinematic Hit Lag" that have not been tested yet:
* The rest of Marth's tippers
* Ganondorf's Jab
* Bowser's Dsmash
* Pikachu's Fsmash
* Toon Link's Dsmash
* Samus' charge shot
For moves which have multiple hits, please specify which hit(s) you think are/you have found to be un-SDI:able.
If people feel this is important enough to warrant its own "research" thread, feel free to help me fill the list out. If you have some time to spare and wish to contribute to this "project", feel free to test some moves out on your own.
Ideally, have a friend there to help you test things out, as that will be much easier. We found the best and easiest way to test whether or not something is Smash DI:able was to:
* Get yourself a friend/sibling/parent to help you
* Go into Training Mode
* Set it to 1/4 speed and the 2nd character to "(Human) Control"
* Have the character who is to be hit taunt and then immediately start rotating the control stick.
* Hit him with the move to be tested
* See what happens
* Rinse and repeat 'til you are positive
This way, you won't accidentally move out of range for the move before you can get hit by it and you will be Smash DI:ing from the very beginning of the move. If you find a move which appears to not be Smash DI:able, test it out several times just to be sure.
(1st post revamped after receiving new info from scotu)
Certain attacks cannot be Smash DI:ed, neither shielded or on hit. These attacks dish out what has been dubbed "Cinematic Hit Lag" (or "Fake Hit Lag" or whatever, take your pick). Cinematic Hit Lag cannot be Smash DI:ed. A characteristic of Cinematic Hit Lag is that it lasts for a very long time.
The following moves have been tested by me and/or my friend Nizro and have been confirmed to have Cinematic Hit Lag (with possible errors on our part).
Marth:
Fsmash (tipper)
Wolf:
F-tilt (as suggested by scotu)
Zelda:
Fair
Bair
Toon Link:
Fsmash (2nd hit)
The usual suspects: Moves which have a lot of stun, but which do not have "Cinematic Hit Lag":
* Wolf's Fsmash (both hits)
* Captain Falcon's Knee
* Donkey Kong's Fsmash, Fair and Giant Punch (Neutral B)
* Link's Fsmash (both hits)
* Pikachu's Dsmash (duh!)
* Marth's tippered U-tilt, Fair and Dair (we're pretty sure, not positive, requires retesting)
* Snake's F-tilt (ColinJF)
* Zelda's D-tilt
* Ganondorf's Dsmash (UltiMario)
The untested suspects: Moves which are suspected of having "Cinematic Hit Lag" that have not been tested yet:
* The rest of Marth's tippers
* Ganondorf's Jab
* Bowser's Dsmash
* Pikachu's Fsmash
* Toon Link's Dsmash
* Samus' charge shot
For moves which have multiple hits, please specify which hit(s) you think are/you have found to be un-SDI:able.
If people feel this is important enough to warrant its own "research" thread, feel free to help me fill the list out. If you have some time to spare and wish to contribute to this "project", feel free to test some moves out on your own.
Ideally, have a friend there to help you test things out, as that will be much easier. We found the best and easiest way to test whether or not something is Smash DI:able was to:
* Get yourself a friend/sibling/parent to help you
* Go into Training Mode
* Set it to 1/4 speed and the 2nd character to "(Human) Control"
* Have the character who is to be hit taunt and then immediately start rotating the control stick.
* Hit him with the move to be tested
* See what happens
* Rinse and repeat 'til you are positive
This way, you won't accidentally move out of range for the move before you can get hit by it and you will be Smash DI:ing from the very beginning of the move. If you find a move which appears to not be Smash DI:able, test it out several times just to be sure.