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Tuesday, April 23, 2024

Ssbu more tips, and archtypes EDIT: SDI vs. DI

https://supersmashbros.fandom.com/wiki/Character_Archetypes


 While shielding, jump button then quick att button, it cancels out of shield. 

Shrunken small shield can be moved around. 

Side B can be sent in opposite direction if you quickly change direction.

Cancel a charge w shield. 

Tilt att to pick up item. 

Short hop att less dmg. 

Hold both shield buttons to move big shield around  

D I is shieldstun shuffling via Nintendo tip lingo. 

D I, also when hit  

EDIT: SDI vs DI... DI changes the direction of where you get launched. SDI changes where you launch from.

EDIT: SDI vs DI more: SDI moves your character slightly in the direction you tap the stick while you're in hitlag (((AKA hitstun, AKA stuck during a billion hit jab))). .

DI effects your trajectory after you're launched.

EDIT: SDI vs. DI, said another way, and can remember the funny: That’s Directional Influence, where you tilt the stick in a direction after being hit to influence where you go, and then there’s Salty Directional Influence where you mash the stick in the opposite direction of the blast zone but still fucking die at 32% anyway (sdi is actually called Smash DI and changes where you launch from)

EDIT: Details: DI stands for directional influence and is when you hold a direction whilst being launched to impact the direction, distance, and speed of your launch.

SDI is smash directional influence, and is where you move the stick between a couple of directions close to each other. This can be used to get out of multi-hit moves.

For example, when Corrin charges her f smash, the Yato has a multi-hit hit box near her. A lot of people when hit by this just accept fate. But you can actually SDI out of it and avoid the smash attack. Same thing with Bowser's fire, rapid jabs, etc.


EDIT: From wiki, https://www.ssbwiki.com/Smash_directional_influence#Super_Smash_Bros._Ultimate,  However, contrary to SDI, shield SDI can only be applied horizontally, and vertical components of control stick inputs are completely ignored. Thus, techniques such the quarter-circle SDI wont result in multiple shield SDI inputs. Shield SDI is especially useful to escape some grounded multi-hit attacks.

EDIT: https://www.reddit.com/r/smashbros/comments/bqzon1/can_someone_explain_the_difference_between_di_and/ 

Directional air dodge leaves u more vulnerable than a regular air dodge.


Continuous dodging penalty. Dodge spam and it gets bad. Slower etc.

Teching eh? Shield button when hit wall, floor, or ceiling to “break ur fall”. 

Crouching not launched as far. 

Many EDITs below...

EDIT: And so tilts... by default are gently pressing the right stick (right stick? could they mean left stick), vs. "slamming" the stick is default to a smash attack. So with our controller scheme, we just set the right stick to only be tilt attacks, and we rely on a left stick tap+button to get a smash. .... quote from @Choctopus to _ GeckoGaming _ Tilts are when you just tilt your control stick to attack as opposed to smashing the control stick.

EDIT: Wavedashing and Wavelanding – In Melee, the second game in the series, the physics engine allowed characters to slide across the ground by immediately airdodging in a diagonal-down direction. This is called wavedashing, with wavelanding referring to sliding on the ground at the end of a normal jump. This is back in Ultimate, but with reduced effectiveness.

??? Jab reset – When someone is knocked onto the ground, a jab (or other small, quick move) will force them onto their feet and leave them open to more attacks. (((??? how's this relate to the jab lock... testing, now jab lock stands you up after 2 hits so... how's jab reset work?)))


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