Kink-Link5
Smash Hero
So this is going to be brief and only serves to really make Charizard worse, but is necessary to know for this metagame to mean anything relevant.
Charizard's U-throw is a hell of a good kill move, but there are probably some times when the Charizard player wonders "Why didn't it kill?" or the victim wonders "how the hell do you DI this"
Well the short answer to the latter question is, you don't for the most part. And it has to do with Triangles and fall speed.
The middle length answer is you DI the move slightly up to counteract gravity and move toward the top corner of the screen. This is due to the move sending at 60 degrees and character fall speed counteracting the vertical component of knockback to an extent.
The not really long answer goes into some basic geometry and vertex addition.
The goal of survival DI is to get launched in such a way that you go to the corner of the blast zones. This is because the distance to the corner is longer than both the distance to the top of the screen and the distance to the side of the screen. With most moves sending at the "Sakurai angle" or about 44 degrees at kill percent, this means typical DI is just a smidgen above pressing the top behind corner of the control stick to alter the launch angle by 18 degrees up to a nice 62 degrees that, due to the nature of fallspeed, causes the player to go up and to the side, right into that golden zone of the corner blast zone.
So with that established for a move that sends at 44 degrees, we observe again that Charizard's U-throws sends at 60 degrees. "The proper DI then, get one with it!" Well, that depends a bit on your character, but the simplest answer is, you don't DI the move, or you don't DI it all that much at the least, because the move already sends near the perfect survival angle. The only thing you have to worry about with DI is if your character is of the extremes of fallspeed. Space animals DI slightly more up, Jigglypuff DIs slightly down, but there is not much need to DI the move that much at all.
Now go on and get back to putting Charizard in D tier on your tier lists.
Charizard's U-throw is a hell of a good kill move, but there are probably some times when the Charizard player wonders "Why didn't it kill?" or the victim wonders "how the hell do you DI this"
Well the short answer to the latter question is, you don't for the most part. And it has to do with Triangles and fall speed.
The middle length answer is you DI the move slightly up to counteract gravity and move toward the top corner of the screen. This is due to the move sending at 60 degrees and character fall speed counteracting the vertical component of knockback to an extent.
The not really long answer goes into some basic geometry and vertex addition.
The goal of survival DI is to get launched in such a way that you go to the corner of the blast zones. This is because the distance to the corner is longer than both the distance to the top of the screen and the distance to the side of the screen. With most moves sending at the "Sakurai angle" or about 44 degrees at kill percent, this means typical DI is just a smidgen above pressing the top behind corner of the control stick to alter the launch angle by 18 degrees up to a nice 62 degrees that, due to the nature of fallspeed, causes the player to go up and to the side, right into that golden zone of the corner blast zone.
So with that established for a move that sends at 44 degrees, we observe again that Charizard's U-throws sends at 60 degrees. "The proper DI then, get one with it!" Well, that depends a bit on your character, but the simplest answer is, you don't DI the move, or you don't DI it all that much at the least, because the move already sends near the perfect survival angle. The only thing you have to worry about with DI is if your character is of the extremes of fallspeed. Space animals DI slightly more up, Jigglypuff DIs slightly down, but there is not much need to DI the move that much at all.
Now go on and get back to putting Charizard in D tier on your tier lists.