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You are right in this case(though i can still argue that your number is off because your using a straight line for the first one, which it is not , but it still gives a higher number than 4, actually even higher because a line is always going to another point faster than the curve)If you want to count the distance both up and down, rather than just the distance at the end, in the second case, it's 4. 4 < 7.12197621.
ASDI behaves exactly the same in brawl as it did in Melee (idk about stick priority; in Melee ASDI from cstick was taken over control stick ASDI; dunno if that still holds true).Ok this shall be added, i thought people were refferring to the regular ASDI from melee :S
EDIT: actually, you should notice collin that i used distance, not displacement. You were the one who confused the 2
I didn't consider each frame separately, if that's what you meant. Using your weird sense of "distance" (i.e. summing the distance travelled on each frame), the first case is 8.11049929. This is not the distance you would measure with a ruler though.You are right in this case(though i can still argue that your number is off because your using a straight line for the first one
Hey, can't you just put, like, up+ forward when you're being knocked back, rather than pressing for the diagonals?
Then your implying different conditions, and sometimes its not up and forward. You see youd have to make tons of exceptions, i made the true general rule.Not for a U-Smash, of course.
It was made 4 days ago :DWhy is this thread not more popular?!
Just as a note, would it be possible to get some videos of your hands inputting the action with a split screen of what's happening? I think, for the most part, I got everything right, but this would eliminate the confusion you mentioned a few times.
School has been killing all my time, and im going to a tournament this afternoon.So when do you / we begin to fill the list ? A lot of SDI are already known, like Snake Jab, Nair, Dair, Pika's / ROB's / Bowser's DSmashs, etc...
lol, ok thx ColinYou are in fact wrong.
You got the order slightly wrong. Switch the first and second steps (the DI and SDI parts). The pause frames (hitlag) comes before you're actually able to DI (normal DI). Just make sure that by the last frame of hitlag you're holding the control stick in the direction you want to DI (since that is the frame where your DI is actually read).I'm not entirely sure on the order of events and I want to make sure I understand the DI properly:
Say I'm about to get hit by Captain Falcon's knee, so I should hold up towards the corner of the screen (this is the DI part).
I get hit by Captain Falcon's sweet spotted knee.
During the paused frames I should do the QCDI and TDI towards the stage (this is the SDI part).
Then I'm sent flying. I should input my fastest aerial. I should be able to jump back towards the stage after the aerial is performed.
Correct?
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Very informative. Clearly I've been DI'ing improperly for a long time now. Going to be hard to break the habits
Il do a timeline graph soon too i guess. Stupid classes taking all my time :SYou got the order slightly wrong. Switch the first and second steps (the DI and SDI parts). The pause frames (hitlag) comes before you're actually able to DI (normal DI). Just make sure that by the last frame of hitlag you're holding the control stick in the direction you want to DI (since that is the frame where your DI is actually read).