GOD DI: Knockback Inversion and other Epic DI
I'm not going to say I discovered GDI. But I'm definitely the only person who's really looked into it. I would say I found it but some a****** from the tactical boards would probably flame me.
Regardless, people have been asking me about it... in ever growing numbers, so in an attempt to clear things up...
God DI ( it'll make your opponent s*** their pants)
-Its awesome.
What is God DI?
-God DI is the term I have used for an advanced form of directional influence that results in total knockback inversion. In other words, instead of going up, you go down. You can in some cases tech the hit, and in others you cannot but it doesn't matter. I'll go into this more later.
GDI can save your a**. If and when you miss a rest or it doesn't KO (and I had a pikachu survive rest at over 100% on Corneria) GDI is a godsend.
GDI vs. Lucas's Up-smash: http://www.youtube.com/watch?v=O3_MGqugkuE&feature=channel_page
GDI vs. Zelda's F-smash: http://www.youtube.com/watch?v=g8GC9x0J2Mw&feature=channel
Are you going to talk about physics now? How does GDI work?
-Yes. GDI utilizes multiple double stick DIs in a specific pattern very quickly and precisely. Or just double stick DIing downish (varies by move) like a madman. The exact mechanics of it are a little confusing but... you basically have to get the final knockback hit with a doublestick downwards DI. Position definitely matters as well, though I don't know exactly why it seems to only work if you moving under the hitbox... eh.
When you GDI if you hit the ground during hitstun, as is seen in the Lucas vid, in which case you can't tech, but the opponent has no followup option. Otherwise you can tech as normal, as seen in the Zelda vid.
Moves that can be (consciously) GDI'd must:
1. Either have multiple hits, cinematic hitlag, or both.
2. They must have some degree of vertical knockback.
3. Either you must be at a certain % or they first hits must have set knockback.
4. If their is a pull effect it must be possible to escape it. This makes some GDI spacing dependent (Zelda's up-smash probably fits this category).
5. You can't remain grounded. This is an absolute requirement. Note... Multihit moves will tap you up.
6. More will be added as I think of stuff
It is unknown whether this could work on any type of throw.
List of moves compatible:
Confirmed, Confirmed but method underdeveloped, theoretically possible, maybe "shrug". Moves that can be escaped in a better way won't be listed. I'll add more I promise
*Jiggs must be airborne at the time of impact
Bowser:
F-smash
Captain Falcon:
Up smash, Pawnch*,
Sweetspotted Knee*
Diddy Kong: better options vs. all of these. That said,
F-smash, Up-smash
DK:
F-smash*,
Up-Smash*
Falco:
D-smash*
Fox:
D-smash*
Game and Watch: f-smash*,
b-air, n-air,
Judgment 9
Ganon: Pawnch*
Lucas:
Up-smash,
d-smash
Pit:
F-smash second hit*,
Up-Smash,
n-air,
up-air
-note: the f-smash GDI is confusing... if you get hit by the first hit and are grounded, it knocks you upwards too much for you to GDI. If you get hit by the first and are airborne you can escape without GDI. You only really have to do this if you get hit with the second.
Rob:
F-smash*, n-air*
Sheik:
F-smash,
Up-smash
Zelda:
Jab, F-smash,
Up-smash, n-air, f-air*, b-air*.
ZSS:
f-air,
side-b
Other Epic DIs
1. DI to the side and tech into the stage to survive a spike.
2. DI and SDI down after a hit with horizontal knockback if you are getting hit down a slight slope and tech. Snazzy.
3. SDI into rest. uh, I say a lot about that elsewhere.
4. Horizontal knockback inversion. Good vs. diddy's f-smash and Snake's f-tilt. Hard to do on purpose but very useful for surviving powerful hits if you are near the ledge on one end of the stage.