• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Q&A How to Wreck *****es with Ganon?- Linguini Q&A Thread

-ACE-

Gotem City Vigilante
Joined
Sep 25, 2007
Messages
11,536
Location
The back country, GA
On the last stock of that match, Magus did a Dair to USmash kill. The Fox was at 54% before the Dair, and I was wondering if this combo works every time in a set % range.
With no DI, this does combo. For Fox it's something like 53-57 I wanna say on FD. There are also set ranges where it'll work on Falco, and Falcon on some levels. Undoubtedly the ranges will be a little different for stages like YS and DL64
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
Hitting them up and off the top at the higher ranges isn't the only way to kill them with the u-smash after a stomp. The timing is more difficult, but you can also charge into the crotch hit at lower percents to kill or set up an edgeguard off the side. Stomp to u-smash KO also works on a few other characters, but the ranges are smaller and are stage dependant.



All damages are before the d-air and with it doing the full 22%. If it's stale the percents listed will be lower by however much less damage the stomp does. The numbers are also when the stomp hits just before landing and the u-smash is started immediately out of the l-cancel lag. If it hits high and/or the u-smash is started late the numbers needed to kill would be higher obviously. Doesn't work if they DI the stomp horizontally.

Top Leg Hit (90°)
Largest hitbox on the outer part of his leg. Farthest vertical and horizontal reach. Sends straight up. Reaches through all lower platforms so only the top platforms can mess it up.

Middle Thigh Hit (80°)
Smallest hitbox along his thigh. In the middle vertically and farthest towards his back horizontally. Sends mostly up but slightly away (same angle as Fox's u-smash). Same power as the top hit but if they DI it inwards for a crotch hit or top hit they'll go almost straight up and die a bit sooner.

Bottom Crotch Hit (45°)
2nd largest hitbox centered in the area in front of his junk. Lowest vertically and in the middle horizontally. Sends diagonally up and away with about the same power as Marth's tipped f-smash. If they DI this outwards for DI on the other hits or trying to techroll away they're pretty much dead. The window to get CF with this hit between them hitting the ground and being able to tech while being below the thigh hitbox is pretty small compared to Fox/Falco.


Code:
[SIZE=6][U][B][COLOR=#ff2820]Falco[/COLOR][/B][/U][/SIZE]
[COLOR="Gray"]YS  [Lands on Plat-1 7+(inside)/12+(outside); Plat-2 33+]
PS  [Lands on Plat-1 9+]
BF  [Lands on Plat-1 12+; Plat-2 46+]
FoD [Lands on Plat-1 0+/13+(varies); Plat-2 34+]
DL  [Lands on Plat-1 17+; Plat-2 43+][/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Top Leg Hit (90°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 19-63[/COLOR][/B]

[SIZE=2][U][B][COLOR=#775ae4]KO Ranges[/COLOR][/B][/U][/SIZE][SIZE="1"][COLOR="Gray"] (DI Up&Towards / DI Towards or Away)[/COLOR][/SIZE]
[color="#e03830"]  33/35 - 63 (PS Rock-Top)[/COLOR]
[color="#d0da10"]  37/40 - 63 (YS Plat-2)[/COLOR]
[color="#d0da10"]  41/43 - 63 (YS Plat-1)[/COLOR]
[COLOR="Silver"]  41/43 - 63 (BF Plat-2)[/COLOR]
[color="#e03830"]  43/44 - 63 (PS Plat-1)[/COLOR]
[color="#88a0ff"]  43/45 - 63 (FoD Plat-2)[/COLOR]
[color="#d0da10"]* 45/47 - 63 (YS Base)[/COLOR]
[COLOR="Silver"]  45/47 - 63 (BF Plat-1)[/COLOR]
[color="#e03830"]* 47/48 - 63 (PS Base)[/COLOR]
[color="#c05ae4"]* 47/49 - 63 (FD Base)[/COLOR]
[COLOR="Silver"]* 49/51 - 63 (BF Base)[/COLOR]
[color="#60e030"]  49/51 - 63 (DL Plat-2)[/COLOR]
[color="#88a0ff"]* 50/51 - 63 (FoD Base)[/COLOR]
[color="#60e030"]  51/53 - 63 (DL Plat-1)[/COLOR]
[color="#60e030"]* 54/56 - 63 (DL Base)[/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Bottom Crotch Hit (45°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 13-51[/COLOR][/B]

[SIZE=2][U][B][COLOR=#775ae4]KO Ranges[/COLOR][/B][/U][/SIZE][SIZE="1"][COLOR="Gray"] (DI Away / DI Towards / DI Up&Towards)[/COLOR][/SIZE]
[color="#d0da10"]  13(-P)/25(GP)/35(-P) - 51 (YS 1/4 Length)[/COLOR]
[color="#88a0ff"]  13(--)/25(G-)/36(G-) - 51 (FoD 1/4 Length)[/COLOR]
[COLOR="Silver"]  13(GP)/26(GP)/39(GP) - 51 (BF 1/4 Length)[/COLOR]
[color="#c05ae4"]  13(--)/27(G-)/38(G-) - 51 (FD 1/4 Length)[/COLOR]
[color="#60e030"]  13(--)/28(GP)/39(GP) - 51 (DL 1/4 Length)[/COLOR]
[color="#e03830"]  13(GP)/29(GP)/42(-P) - 51 (PS 1/4 Length)[/COLOR]
[color="#d0da10"]* 13(G-)/31(G-)/41(-P) - 51 (YS Center)[/COLOR]
[color="#88a0ff"]* 13(G-)/32(G-)/45(-P) - 51 (FoD Center)[/COLOR]
[COLOR="Silver"]* 15(G-)/33(G-)/47(-P) - 51 (BF Center)[/COLOR]
[color="#60e030"]* 18(G-)/34(G-)/51(GP) - 51 (DL Center)[/COLOR]
[color="#c05ae4"]* 20(G-)/37(G-)/49(G-) - 51 (FD Center)[/COLOR]
[color="#e03830"]* 21(G-)/37(G-)/50(--) - 51 (PS Center)[/COLOR]

[B][SIZE="2"]G[/SIZE][/B][SIZE="1"][COLOR="Gray"]:Edgehogged starting from this percent. If blank they either die from the blastzone or can't reach the edge.[/COLOR][/SIZE]
[B][SIZE="2"]P[/SIZE][/B][SIZE="1"][COLOR="Gray"]:Stomp at this percent will put them above a platform on that part of the stage and can't be done from the floor.[/COLOR][/SIZE]


[SIZE=6][U][B][COLOR=#ff2820]Fox[/COLOR][/B][/U][/SIZE]
[COLOR="Gray"]YS  [Lands on Plat-1 15+(inside)/21+(outside); Plat-2 37+]
PS  [Lands on Plat-1 18+]
BF  [Lands on Plat-1 21+; Plat-2 46+]
FoD [Lands on Plat-1 0+/21+(varies); Plat-2 38+]
DL  [Lands on Plat-1 25+; Plat-2 44+][/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Top Leg Hit (90°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 20-55[/COLOR][/B]

[SIZE=2][U][B][COLOR=#775ae4]KO Ranges[/COLOR][/B][/U][/SIZE][SIZE="1"][COLOR="Gray"] (DI Up&Towards / DI Towards or Away)[/COLOR][/SIZE]
[color="#e03830"]  30/33 - 55 (PS Rock-Top)[/COLOR]
[color="#d0da10"]  33/35 - 55 (YS Plat-2)[/COLOR]
[color="#d0da10"]  37/38 - 55 (YS Plat-1)[/COLOR]
[COLOR="Silver"]  37/39 - 55 (BF Plat-2)[/COLOR]
[color="#e03830"]  38/40 - 55 (PS Plat-1)[/COLOR]
[color="#88a0ff"]  38/40 - 55 (FoD Plat-2)[/COLOR]
[color="#d0da10"]* 40/42 - 55 (YS Base)[/COLOR]
[COLOR="Silver"]  40/42 - 55 (BF Plat-1)[/COLOR]
[color="#e03830"]* 41/43 - 55 (PS Base)[/COLOR]
[color="#c05ae4"]* 42/44 - 55 (FD Base)[/COLOR]
[COLOR="Silver"]* 44/45 - 55 (BF Base)[/COLOR]
[color="#88a0ff"]* 44/45 - 55 (FoD Base)[/COLOR]
[color="#60e030"]  44/45 - 55 (DL Plat-2)[/COLOR]
[color="#60e030"]  45/47 - 55 (DL Plat-1)[/COLOR]
[color="#60e030"]* 48/50 - 55 (DL Base)[/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Bottom Crotch Hit (45°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 14-43[/COLOR][/B]

[SIZE=2][U][B][COLOR=#775ae4]KO Ranges[/COLOR][/B][/U][/SIZE][SIZE="1"][COLOR="Gray"] (DI Away / DI Towards / DI Up&Towards)[/COLOR][/SIZE]
[color="#d0da10"]  14(--)/25(-P)/32(-P) - 43 (YS 1/4 Length)[/COLOR]
[color="#88a0ff"]  14(G-)/29(--)/36(--) - 43 (FoD 1/4 Length)[/COLOR]
[color="#d0da10"]* 18(G-)/30(--)/38(-P) - 43 (YS Center)[/COLOR]
[COLOR="Silver"]  14(G-)/30(GP)/41(-P) - 43 (BF 1/4 Length)[/COLOR]
[color="#c05ae4"]  14(G-)/30(G-)/43(--) - 43 (FD 1/4 Length)[/COLOR]
[color="#60e030"]  14(G-)/32(GP)/--(--) - 43 (DL 1/4 Length)[/COLOR]
[color="#e03830"]  18(GP)/33(-P)/41(-P) - 43 (PS 1/4 Length)[/COLOR]
[color="#88a0ff"]* 20(G-)/35(--)/43(-P) - 43 (FoD Center)[/COLOR]
[COLOR="Silver"]* 21(G-)/36(G-)/--(--) - 43 (BF Center)[/COLOR]
[color="#60e030"]* 22(G-)/39(G-)/--(--) - 43 (DL Center)[/COLOR]
[color="#c05ae4"]* 23(G-)/39(G-)/--(--) - 43 (FD Center)[/COLOR]
[color="#e03830"]* 24(G-)/40(--)/--(--) - 43 (PS Center)[/COLOR]

[B][SIZE="2"]G[/SIZE][/B][SIZE="1"][COLOR="Gray"]:Edgehogged starting from this percent. If blank they either die from the blastzone or can't reach the edge.[/COLOR][/SIZE]
[B][SIZE="2"]P[/SIZE][/B][SIZE="1"][COLOR="Gray"]:Stomp at this percent will put them above a platform on that part of the stage and can't be done from the floor.[/COLOR][/SIZE]


[SIZE=6][U][B][COLOR=#ff2820]Captain Falcon[/COLOR][/B][/U][/SIZE]
[COLOR="Gray"]YS  [Lands on Plat-1 0+(inside)/7+(outside); Plat-2 29+]
PS  [Lands on Plat-1 3+]
BF  [Lands on Plat-1 7+; Plat-2 43+]
FoD [Lands on Plat-1 0+/7+(varies); Plat-2 30+]
DL  [Lands on Plat-1 12+; Plat-2 40+][/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Top Leg Hit (90°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 15-66[/COLOR][/B]

[SIZE=2][U][B][COLOR=#775ae4]KO Ranges[/COLOR][/B][/U][/SIZE][SIZE="1"][COLOR="Gray"] (DI Up&Towards / DI Towards or Away)[/COLOR][/SIZE]
[color="#e03830"]  35/37 - 66 (PS Rock-Top)[/COLOR]
[color="#d0da10"]  40/42 - 66 (YS Plat-2)[/COLOR]
[color="#d0da10"]  44/47 - 66 (YS Plat-1)[/COLOR]
[COLOR="Silver"]  45/47 - 66 (BF Plat-2)[/COLOR]
[color="#e03830"]  47/49 - 66 (PS Plat-1)[/COLOR]
[color="#88a0ff"]  47/49 - 66 (FoD Plat-2)[/COLOR]
[color="#d0da10"]* 49/52 - 66 (YS Base)[/COLOR]
[COLOR="Silver"]  50/52 - 66 (BF Plat-1)[/COLOR]
[color="#e03830"]* 51/53 - 66 (PS Base)[/COLOR]
[color="#c05ae4"]* 52/55 - 66 (FD Base)[/COLOR]
[COLOR="Silver"]* 54/56 - 66 (BF Base)[/COLOR]
[color="#60e030"]  54/56 - 66 (DL Plat-2)[/COLOR]
[color="#88a0ff"]* 55/57 - 66 (FoD Base)[/COLOR]
[color="#60e030"]  57/59 - 66 (DL Plat-1)[/COLOR]
[color="#60e030"]* 61/64 - 66 (DL Base)[/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Bottom Crotch Hit (45°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 8-46[/COLOR][/B]

[SIZE=2][U][B][COLOR=#775ae4]KO Ranges[/COLOR][/B][/U][/SIZE][SIZE="1"][COLOR="Gray"] (DI Away / DI Towards / DI Up&Towards)[/COLOR][/SIZE]
[color="#d0da10"]  18(GP)/33(-P)/41(-P) - 46 (YS 1/4 Length)[/COLOR]
[color="#88a0ff"]  14(G-)/39(-P)/--(--) - 46 (FoD 1/4 Length)[/COLOR]
[color="#d0da10"]* 22(G-)/39(-P)/--(--) - 46 (YS Center)[/COLOR]
[color="#e03830"]  22(GP)/43(-P)/--(--) - 46 (PS 1/4 Length)[/COLOR]
[COLOR="Silver"]  18(GP)/43(-P)/--(--) - 46 (BF 1/4 Length)[/COLOR]
[color="#c05ae4"]  18(G-)/46(--)/--(--) - 46 (FD 1/4 Length)[/COLOR]
[color="#60e030"]  19(GP)/--(--)/--(--) - 46 (DL 1/4 Length)[/COLOR]
[color="#88a0ff"]* 23(G-)/46(-P)/--(--) - 46 (FoD Center)[/COLOR]
[COLOR="Silver"]* 24(G-)/--(--)/--(--) - 46 (BF Center)[/COLOR]
[color="#60e030"]* 26(G-)/--(--)/--(--) - 46 (DL Center)[/COLOR]
[color="#c05ae4"]* 28(G-)/--(--)/--(--) - 46 (FD Center)[/COLOR]
[color="#e03830"]* 28(G-)/--(--)/--(--) - 46 (PS Center)[/COLOR]

[B][SIZE="2"]G[/SIZE][/B][SIZE="1"][COLOR="Gray"]:Edgehogged starting from this percent. If blank they either die from the blastzone or can't reach the edge.[/COLOR][/SIZE]
[B][SIZE="2"]P[/SIZE][/B][SIZE="1"][COLOR="Gray"]:Stomp at this percent will put them above a platform on that part of the stage and can't be done from the floor.[/COLOR][/SIZE]


[SIZE=6][U][B][COLOR=#ff2820]Roy[/COLOR][/B][/U][/SIZE]
[COLOR="Gray"]YS  [Lands on Plat-1 0+(inside)/2+(outside); Plat-2 22+]
PS  [Lands on Plat-1 0+]
BF  [Lands on Plat-1 3+; Plat-2 33+]
FoD [Lands on Plat-1 0+/3+(varies); Plat-2 23+]
DL  [Lands on Plat-1 7+; Plat-2 31+][/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Top Leg Hit (90°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 6-40[/COLOR][/B]

[SIZE=2][U][B][COLOR=#775ae4]KO Ranges[/COLOR][/B][/U][/SIZE][SIZE="1"][COLOR="Gray"] (DI Up&Towards / DI Towards or Away)[/COLOR][/SIZE]
[color="#e03830"]  21/23 - 40 (PS Rock-Top)[/COLOR]
[color="#d0da10"]  25/27 - 40 (YS Plat-2)[/COLOR]
[color="#d0da10"]  29/30 - 40 (YS Plat-1)[/COLOR]
[COLOR="Silver"]  30/31 - 40 (BF Plat-2)[/COLOR]
[color="#e03830"]  31/33 - 40 (PS Plat-1)[/COLOR]
[color="#88a0ff"]  31/33 - 40 (FoD Plat-2)[/COLOR]
[color="#d0da10"]* 33/34 - 40 (YS Base)[/COLOR]
[COLOR="Silver"]  33/36 - 40 (BF Plat-1)[/COLOR]
[color="#e03830"]* 34/36 - 40 (PS Base)[/COLOR]
[color="#c05ae4"]* 35/38 - 40 (FD Base)[/COLOR]
[COLOR="Silver"]* 38/40 - 40 (BF Base)[/COLOR]
[color="#60e030"]  38/40 - 40 (DL Plat-2)[/COLOR]
[color="#88a0ff"]* 39/40 - 40 (FoD Base)[/COLOR]
[color="#60e030"]  40/-- - 40 (DL Plat-1)[/COLOR]
[color="#60e030"]* --/-- - 40 (DL Base)[/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Bottom Crotch Hit (45°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 0-24[/COLOR][/B]


[SIZE=6][U][B][COLOR=#ff2820]Donkey Kong[/COLOR][/B][/U][/SIZE]
[COLOR="Gray"]YS  [Lands on Plat-1 8+(inside)/13+(outside); Plat-2 32+]
PS  [Lands on Plat-1 10+]
BF  [Lands on Plat-1 13+; Plat-2 43+]
FoD [Lands on Plat-1 0+/13+(varies); Plat-2 33+]
DL  [Lands on Plat-1 17+; Plat-2 41+][/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Top Leg Hit (90°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 7-49[/COLOR][/B]

[SIZE=2][U][B][COLOR=#775ae4]KO Ranges[/COLOR][/B][/U][/SIZE][SIZE="1"][COLOR="Gray"] (DI Up&Towards / DI Towards or Away)[/COLOR][/SIZE]
[color="#e03830"]  27/29 - 49 (PS Rock-Top)[/COLOR]
[color="#d0da10"]  33/35 - 49 (YS Plat-2)[/COLOR]
[color="#d0da10"]  38/40 - 49 (YS Plat-1)[/COLOR]
[COLOR="Silver"]  38/40 - 49 (BF Plat-2)[/COLOR]
[color="#e03830"]  40/41 - 49 (PS Plat-1)[/COLOR]
[color="#88a0ff"]  41/43 - 49 (FoD Plat-2)[/COLOR]
[color="#d0da10"]* 42/44 - 49 (YS Base)[/COLOR]
[COLOR="Silver"]  44/45 - 49 (BF Plat-1)[/COLOR]
[color="#e03830"]* 44/47 - 49 (PS Base)[/COLOR]
[color="#c05ae4"]* 46/49 - 49 (FD Base)[/COLOR]
[color="#60e030"]  48/-- - 49 (DL Plat-2)[/COLOR]
[COLOR="Silver"]* 49/-- - 49 (BF Base)[/COLOR]
[color="#88a0ff"]* 49/-- - 49 (FoD Base)[/COLOR]
[color="#60e030"]  --/-- - 49 (DL Plat-1)[/COLOR]
[color="#60e030"]* --/-- - 49 (DL Base)[/COLOR]


[SIZE=6][U][B][COLOR=#ff2820]Sheik[/COLOR][/B][/U][/SIZE]
[COLOR="Gray"]YS  [Lands on Plat-1 1+(inside)/6+(outside); Plat-2 25+]
PS  [Lands on Plat-1 3+]
BF  [Lands on Plat-1 7+; Plat-2 34+]
FoD [Lands on Plat-1 0+/7+(varies); Plat-2 25+]
DL  [Lands on Plat-1 11+; Plat-2 32+][/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Top Leg Hit (90°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 7-36[/COLOR][/B]

[SIZE=2][U][B][COLOR=#775ae4]KO Ranges[/COLOR][/B][/U][/SIZE][SIZE="1"][COLOR="Gray"] (DI Up&Towards / DI Towards or Away)[/COLOR][/SIZE]
[color="#e03830"]  19/22 - 36 (PS Rock-Top)[/COLOR]
[color="#d0da10"]  24/25 - 36 (YS Plat-2)[/COLOR]
[color="#d0da10"]  27/30 - 36 (YS Plat-1)[/COLOR]
[COLOR="Silver"]  27/30 - 36 (BF Plat-2)[/COLOR]
[color="#e03830"]  30/31 - 36 (PS Plat-1)[/COLOR]
[color="#88a0ff"]  30/32 - 36 (FoD Plat-2)[/COLOR]
[color="#d0da10"]* 31/34 - 36 (YS Base)[/COLOR]
[COLOR="Silver"]  32/34 - 36 (BF Plat-1)[/COLOR]
[color="#e03830"]* 33/35 - 36 (PS Base)[/COLOR]
[color="#c05ae4"]* 34/36 - 36 (FD Base)[/COLOR]
[COLOR="Silver"]* 36/-- - 36 (BF Base)[/COLOR]
[color="#88a0ff"]* 36/-- - 36 (FoD Base)[/COLOR]
[color="#60e030"]  36/-- - 36 (DL Plat-2)[/COLOR]
[color="#60e030"]  --/-- - 36 (DL Plat-1)[/COLOR]
[color="#60e030"]* --/-- - 36 (DL Base)[/COLOR]
 

PaperstSoapCo

Smash Lord
Joined
Nov 16, 2007
Messages
1,237
Location
537 Paper Street - Bradford - 19808
Hitting them up and off the top at the higher ranges isn't the only way to kill them with the u-smash after a stomp. The timing is more difficult, but you can also charge into the crotch hit at lower percents to kill or set up an edgeguard off the side. Stomp to u-smash KO also works on a few other characters, but the ranges are smaller and are stage dependant.



All damages are before the d-air and with it doing the full 22%. If it's stale the percents listed will be lower by however much less damage the stomp does. The numbers are also when the stomp hits just before landing and the u-smash is started immediately out of the l-cancel lag. If it hits high and/or the u-smash is started late the numbers needed to kill would be higher obviously. Doesn't work if they DI the stomp horizontally.

Top Leg Hit (90°)
Largest hitbox on the outer part of his leg. Farthest vertical and horizontal reach. Sends straight up. Reaches through all lower platforms so only the top platforms can mess it up.

Middle Thigh Hit (80°)
Smallest hitbox along his thigh. In the middle vertically and farthest towards his back horizontally. Sends mostly up but slightly away (same angle as Fox's u-smash). Same power as the top hit but if they DI it inwards for a crotch hit or top hit they'll go almost straight up and die a bit sooner.

Bottom Crotch Hit (45°)
2nd largest hitbox centered in the area in front of his junk. Lowest vertically and in the middle horizontally. Sends diagonally up and away with about the same power as Marth's tipped f-smash. If they DI this outwards for DI on the other hits or trying to techroll away they're pretty much dead. The window to get CF with this hit between them hitting the ground and being able to tech while being below the thigh hitbox is pretty small compared to Fox/Falco.


Code:
[SIZE=6][U][B][COLOR=#ff2820]Falco[/COLOR][/B][/U][/SIZE]
[COLOR="Gray"]YS  [Lands on Plat-1 7+(inside)/12+(outside); Plat-2 33+]
PS  [Lands on Plat-1 9+]
BF  [Lands on Plat-1 12+; Plat-2 46+]
FoD [Lands on Plat-1 0+/13+(varies); Plat-2 34+]
DL  [Lands on Plat-1 17+; Plat-2 43+][/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Top Leg Hit (90°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 19-63[/COLOR][/B]

[SIZE=2][U][B][COLOR=#775ae4]KO Ranges[/COLOR][/B][/U][/SIZE][SIZE="1"][COLOR="Gray"] (DI Up&Towards / DI Towards or Away)[/COLOR][/SIZE]
[color="#e03830"]  33/35 - 63 (PS Rock-Top)[/COLOR]
[color="#d0da10"]  37/40 - 63 (YS Plat-2)[/COLOR]
[color="#d0da10"]  41/43 - 63 (YS Plat-1)[/COLOR]
[COLOR="Silver"]  41/43 - 63 (BF Plat-2)[/COLOR]
[color="#e03830"]  43/44 - 63 (PS Plat-1)[/COLOR]
[color="#88a0ff"]  43/45 - 63 (FoD Plat-2)[/COLOR]
[color="#d0da10"]* 45/47 - 63 (YS Base)[/COLOR]
[COLOR="Silver"]  45/47 - 63 (BF Plat-1)[/COLOR]
[color="#e03830"]* 47/48 - 63 (PS Base)[/COLOR]
[color="#c05ae4"]* 47/49 - 63 (FD Base)[/COLOR]
[COLOR="Silver"]* 49/51 - 63 (BF Base)[/COLOR]
[color="#60e030"]  49/51 - 63 (DL Plat-2)[/COLOR]
[color="#88a0ff"]* 50/51 - 63 (FoD Base)[/COLOR]
[color="#60e030"]  51/53 - 63 (DL Plat-1)[/COLOR]
[color="#60e030"]* 54/56 - 63 (DL Base)[/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Bottom Crotch Hit (45°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 13-51[/COLOR][/B]

[SIZE=2][U][B][COLOR=#775ae4]KO Ranges[/COLOR][/B][/U][/SIZE][SIZE="1"][COLOR="Gray"] (DI Away / DI Towards / DI Up&Towards)[/COLOR][/SIZE]
[color="#d0da10"]  13(-P)/25(GP)/35(-P) - 51 (YS 1/4 Length)[/COLOR]
[color="#88a0ff"]  13(--)/25(G-)/36(G-) - 51 (FoD 1/4 Length)[/COLOR]
[COLOR="Silver"]  13(GP)/26(GP)/39(GP) - 51 (BF 1/4 Length)[/COLOR]
[color="#c05ae4"]  13(--)/27(G-)/38(G-) - 51 (FD 1/4 Length)[/COLOR]
[color="#60e030"]  13(--)/28(GP)/39(GP) - 51 (DL 1/4 Length)[/COLOR]
[color="#e03830"]  13(GP)/29(GP)/42(-P) - 51 (PS 1/4 Length)[/COLOR]
[color="#d0da10"]* 13(G-)/31(G-)/41(-P) - 51 (YS Center)[/COLOR]
[color="#88a0ff"]* 13(G-)/32(G-)/45(-P) - 51 (FoD Center)[/COLOR]
[COLOR="Silver"]* 15(G-)/33(G-)/47(-P) - 51 (BF Center)[/COLOR]
[color="#60e030"]* 18(G-)/34(G-)/51(GP) - 51 (DL Center)[/COLOR]
[color="#c05ae4"]* 20(G-)/37(G-)/49(G-) - 51 (FD Center)[/COLOR]
[color="#e03830"]* 21(G-)/37(G-)/50(--) - 51 (PS Center)[/COLOR]

[B][SIZE="2"]G[/SIZE][/B][SIZE="1"][COLOR="Gray"]:Edgehogged starting from this percent. If blank they either die from the blastzone or can't reach the edge.[/COLOR][/SIZE]
[B][SIZE="2"]P[/SIZE][/B][SIZE="1"][COLOR="Gray"]:Stomp at this percent will put them above a platform on that part of the stage and can't be done from the floor.[/COLOR][/SIZE]


[SIZE=6][U][B][COLOR=#ff2820]Fox[/COLOR][/B][/U][/SIZE]
[COLOR="Gray"]YS  [Lands on Plat-1 15+(inside)/21+(outside); Plat-2 37+]
PS  [Lands on Plat-1 18+]
BF  [Lands on Plat-1 21+; Plat-2 46+]
FoD [Lands on Plat-1 0+/21+(varies); Plat-2 38+]
DL  [Lands on Plat-1 25+; Plat-2 44+][/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Top Leg Hit (90°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 20-55[/COLOR][/B]

[SIZE=2][U][B][COLOR=#775ae4]KO Ranges[/COLOR][/B][/U][/SIZE][SIZE="1"][COLOR="Gray"] (DI Up&Towards / DI Towards or Away)[/COLOR][/SIZE]
[color="#e03830"]  30/33 - 55 (PS Rock-Top)[/COLOR]
[color="#d0da10"]  33/35 - 55 (YS Plat-2)[/COLOR]
[color="#d0da10"]  37/38 - 55 (YS Plat-1)[/COLOR]
[COLOR="Silver"]  37/39 - 55 (BF Plat-2)[/COLOR]
[color="#e03830"]  38/40 - 55 (PS Plat-1)[/COLOR]
[color="#88a0ff"]  38/40 - 55 (FoD Plat-2)[/COLOR]
[color="#d0da10"]* 40/42 - 55 (YS Base)[/COLOR]
[COLOR="Silver"]  40/42 - 55 (BF Plat-1)[/COLOR]
[color="#e03830"]* 41/43 - 55 (PS Base)[/COLOR]
[color="#c05ae4"]* 42/44 - 55 (FD Base)[/COLOR]
[COLOR="Silver"]* 44/45 - 55 (BF Base)[/COLOR]
[color="#88a0ff"]* 44/45 - 55 (FoD Base)[/COLOR]
[color="#60e030"]  44/45 - 55 (DL Plat-2)[/COLOR]
[color="#60e030"]  45/47 - 55 (DL Plat-1)[/COLOR]
[color="#60e030"]* 48/50 - 55 (DL Base)[/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Bottom Crotch Hit (45°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 14-43[/COLOR][/B]

[SIZE=2][U][B][COLOR=#775ae4]KO Ranges[/COLOR][/B][/U][/SIZE][SIZE="1"][COLOR="Gray"] (DI Away / DI Towards / DI Up&Towards)[/COLOR][/SIZE]
[color="#d0da10"]  14(--)/25(-P)/32(-P) - 43 (YS 1/4 Length)[/COLOR]
[color="#88a0ff"]  14(G-)/29(--)/36(--) - 43 (FoD 1/4 Length)[/COLOR]
[color="#d0da10"]* 18(G-)/30(--)/38(-P) - 43 (YS Center)[/COLOR]
[COLOR="Silver"]  14(G-)/30(GP)/41(-P) - 43 (BF 1/4 Length)[/COLOR]
[color="#c05ae4"]  14(G-)/30(G-)/43(--) - 43 (FD 1/4 Length)[/COLOR]
[color="#60e030"]  14(G-)/32(GP)/--(--) - 43 (DL 1/4 Length)[/COLOR]
[color="#e03830"]  18(GP)/33(-P)/41(-P) - 43 (PS 1/4 Length)[/COLOR]
[color="#88a0ff"]* 20(G-)/35(--)/43(-P) - 43 (FoD Center)[/COLOR]
[COLOR="Silver"]* 21(G-)/36(G-)/--(--) - 43 (BF Center)[/COLOR]
[color="#60e030"]* 22(G-)/39(G-)/--(--) - 43 (DL Center)[/COLOR]
[color="#c05ae4"]* 23(G-)/39(G-)/--(--) - 43 (FD Center)[/COLOR]
[color="#e03830"]* 24(G-)/40(--)/--(--) - 43 (PS Center)[/COLOR]

[B][SIZE="2"]G[/SIZE][/B][SIZE="1"][COLOR="Gray"]:Edgehogged starting from this percent. If blank they either die from the blastzone or can't reach the edge.[/COLOR][/SIZE]
[B][SIZE="2"]P[/SIZE][/B][SIZE="1"][COLOR="Gray"]:Stomp at this percent will put them above a platform on that part of the stage and can't be done from the floor.[/COLOR][/SIZE]


[SIZE=6][U][B][COLOR=#ff2820]Captain Falcon[/COLOR][/B][/U][/SIZE]
[COLOR="Gray"]YS  [Lands on Plat-1 0+(inside)/7+(outside); Plat-2 29+]
PS  [Lands on Plat-1 3+]
BF  [Lands on Plat-1 7+; Plat-2 43+]
FoD [Lands on Plat-1 0+/7+(varies); Plat-2 30+]
DL  [Lands on Plat-1 12+; Plat-2 40+][/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Top Leg Hit (90°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 15-66[/COLOR][/B]

[SIZE=2][U][B][COLOR=#775ae4]KO Ranges[/COLOR][/B][/U][/SIZE][SIZE="1"][COLOR="Gray"] (DI Up&Towards / DI Towards or Away)[/COLOR][/SIZE]
[color="#e03830"]  35/37 - 66 (PS Rock-Top)[/COLOR]
[color="#d0da10"]  40/42 - 66 (YS Plat-2)[/COLOR]
[color="#d0da10"]  44/47 - 66 (YS Plat-1)[/COLOR]
[COLOR="Silver"]  45/47 - 66 (BF Plat-2)[/COLOR]
[color="#e03830"]  47/49 - 66 (PS Plat-1)[/COLOR]
[color="#88a0ff"]  47/49 - 66 (FoD Plat-2)[/COLOR]
[color="#d0da10"]* 49/52 - 66 (YS Base)[/COLOR]
[COLOR="Silver"]  50/52 - 66 (BF Plat-1)[/COLOR]
[color="#e03830"]* 51/53 - 66 (PS Base)[/COLOR]
[color="#c05ae4"]* 52/55 - 66 (FD Base)[/COLOR]
[COLOR="Silver"]* 54/56 - 66 (BF Base)[/COLOR]
[color="#60e030"]  54/56 - 66 (DL Plat-2)[/COLOR]
[color="#88a0ff"]* 55/57 - 66 (FoD Base)[/COLOR]
[color="#60e030"]  57/59 - 66 (DL Plat-1)[/COLOR]
[color="#60e030"]* 61/64 - 66 (DL Base)[/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Bottom Crotch Hit (45°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 8-46[/COLOR][/B]

[SIZE=2][U][B][COLOR=#775ae4]KO Ranges[/COLOR][/B][/U][/SIZE][SIZE="1"][COLOR="Gray"] (DI Away / DI Towards / DI Up&Towards)[/COLOR][/SIZE]
[color="#d0da10"]  18(GP)/33(-P)/41(-P) - 46 (YS 1/4 Length)[/COLOR]
[color="#88a0ff"]  14(G-)/39(-P)/--(--) - 46 (FoD 1/4 Length)[/COLOR]
[color="#d0da10"]* 22(G-)/39(-P)/--(--) - 46 (YS Center)[/COLOR]
[color="#e03830"]  22(GP)/43(-P)/--(--) - 46 (PS 1/4 Length)[/COLOR]
[COLOR="Silver"]  18(GP)/43(-P)/--(--) - 46 (BF 1/4 Length)[/COLOR]
[color="#c05ae4"]  18(G-)/46(--)/--(--) - 46 (FD 1/4 Length)[/COLOR]
[color="#60e030"]  19(GP)/--(--)/--(--) - 46 (DL 1/4 Length)[/COLOR]
[color="#88a0ff"]* 23(G-)/46(-P)/--(--) - 46 (FoD Center)[/COLOR]
[COLOR="Silver"]* 24(G-)/--(--)/--(--) - 46 (BF Center)[/COLOR]
[color="#60e030"]* 26(G-)/--(--)/--(--) - 46 (DL Center)[/COLOR]
[color="#c05ae4"]* 28(G-)/--(--)/--(--) - 46 (FD Center)[/COLOR]
[color="#e03830"]* 28(G-)/--(--)/--(--) - 46 (PS Center)[/COLOR]

[B][SIZE="2"]G[/SIZE][/B][SIZE="1"][COLOR="Gray"]:Edgehogged starting from this percent. If blank they either die from the blastzone or can't reach the edge.[/COLOR][/SIZE]
[B][SIZE="2"]P[/SIZE][/B][SIZE="1"][COLOR="Gray"]:Stomp at this percent will put them above a platform on that part of the stage and can't be done from the floor.[/COLOR][/SIZE]


[SIZE=6][U][B][COLOR=#ff2820]Roy[/COLOR][/B][/U][/SIZE]
[COLOR="Gray"]YS  [Lands on Plat-1 0+(inside)/2+(outside); Plat-2 22+]
PS  [Lands on Plat-1 0+]
BF  [Lands on Plat-1 3+; Plat-2 33+]
FoD [Lands on Plat-1 0+/3+(varies); Plat-2 23+]
DL  [Lands on Plat-1 7+; Plat-2 31+][/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Top Leg Hit (90°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 6-40[/COLOR][/B]

[SIZE=2][U][B][COLOR=#775ae4]KO Ranges[/COLOR][/B][/U][/SIZE][SIZE="1"][COLOR="Gray"] (DI Up&Towards / DI Towards or Away)[/COLOR][/SIZE]
[color="#e03830"]  21/23 - 40 (PS Rock-Top)[/COLOR]
[color="#d0da10"]  25/27 - 40 (YS Plat-2)[/COLOR]
[color="#d0da10"]  29/30 - 40 (YS Plat-1)[/COLOR]
[COLOR="Silver"]  30/31 - 40 (BF Plat-2)[/COLOR]
[color="#e03830"]  31/33 - 40 (PS Plat-1)[/COLOR]
[color="#88a0ff"]  31/33 - 40 (FoD Plat-2)[/COLOR]
[color="#d0da10"]* 33/34 - 40 (YS Base)[/COLOR]
[COLOR="Silver"]  33/36 - 40 (BF Plat-1)[/COLOR]
[color="#e03830"]* 34/36 - 40 (PS Base)[/COLOR]
[color="#c05ae4"]* 35/38 - 40 (FD Base)[/COLOR]
[COLOR="Silver"]* 38/40 - 40 (BF Base)[/COLOR]
[color="#60e030"]  38/40 - 40 (DL Plat-2)[/COLOR]
[color="#88a0ff"]* 39/40 - 40 (FoD Base)[/COLOR]
[color="#60e030"]  40/-- - 40 (DL Plat-1)[/COLOR]
[color="#60e030"]* --/-- - 40 (DL Base)[/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Bottom Crotch Hit (45°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 0-24[/COLOR][/B]


[SIZE=6][U][B][COLOR=#ff2820]Donkey Kong[/COLOR][/B][/U][/SIZE]
[COLOR="Gray"]YS  [Lands on Plat-1 8+(inside)/13+(outside); Plat-2 32+]
PS  [Lands on Plat-1 10+]
BF  [Lands on Plat-1 13+; Plat-2 43+]
FoD [Lands on Plat-1 0+/13+(varies); Plat-2 33+]
DL  [Lands on Plat-1 17+; Plat-2 41+][/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Top Leg Hit (90°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 7-49[/COLOR][/B]

[SIZE=2][U][B][COLOR=#775ae4]KO Ranges[/COLOR][/B][/U][/SIZE][SIZE="1"][COLOR="Gray"] (DI Up&Towards / DI Towards or Away)[/COLOR][/SIZE]
[color="#e03830"]  27/29 - 49 (PS Rock-Top)[/COLOR]
[color="#d0da10"]  33/35 - 49 (YS Plat-2)[/COLOR]
[color="#d0da10"]  38/40 - 49 (YS Plat-1)[/COLOR]
[COLOR="Silver"]  38/40 - 49 (BF Plat-2)[/COLOR]
[color="#e03830"]  40/41 - 49 (PS Plat-1)[/COLOR]
[color="#88a0ff"]  41/43 - 49 (FoD Plat-2)[/COLOR]
[color="#d0da10"]* 42/44 - 49 (YS Base)[/COLOR]
[COLOR="Silver"]  44/45 - 49 (BF Plat-1)[/COLOR]
[color="#e03830"]* 44/47 - 49 (PS Base)[/COLOR]
[color="#c05ae4"]* 46/49 - 49 (FD Base)[/COLOR]
[color="#60e030"]  48/-- - 49 (DL Plat-2)[/COLOR]
[COLOR="Silver"]* 49/-- - 49 (BF Base)[/COLOR]
[color="#88a0ff"]* 49/-- - 49 (FoD Base)[/COLOR]
[color="#60e030"]  --/-- - 49 (DL Plat-1)[/COLOR]
[color="#60e030"]* --/-- - 49 (DL Base)[/COLOR]


[SIZE=6][U][B][COLOR=#ff2820]Sheik[/COLOR][/B][/U][/SIZE]
[COLOR="Gray"]YS  [Lands on Plat-1 1+(inside)/6+(outside); Plat-2 25+]
PS  [Lands on Plat-1 3+]
BF  [Lands on Plat-1 7+; Plat-2 34+]
FoD [Lands on Plat-1 0+/7+(varies); Plat-2 25+]
DL  [Lands on Plat-1 11+; Plat-2 32+][/COLOR]


[SIZE=3][U][B][COLOR=#775ae4]Top Leg Hit (90°)[/COLOR][/B][/U][/SIZE]
[B][COLOR=#ff2820]Combo: 7-36[/COLOR][/B]

[SIZE=2][U][B][COLOR=#775ae4]KO Ranges[/COLOR][/B][/U][/SIZE][SIZE="1"][COLOR="Gray"] (DI Up&Towards / DI Towards or Away)[/COLOR][/SIZE]
[color="#e03830"]  19/22 - 36 (PS Rock-Top)[/COLOR]
[color="#d0da10"]  24/25 - 36 (YS Plat-2)[/COLOR]
[color="#d0da10"]  27/30 - 36 (YS Plat-1)[/COLOR]
[COLOR="Silver"]  27/30 - 36 (BF Plat-2)[/COLOR]
[color="#e03830"]  30/31 - 36 (PS Plat-1)[/COLOR]
[color="#88a0ff"]  30/32 - 36 (FoD Plat-2)[/COLOR]
[color="#d0da10"]* 31/34 - 36 (YS Base)[/COLOR]
[COLOR="Silver"]  32/34 - 36 (BF Plat-1)[/COLOR]
[color="#e03830"]* 33/35 - 36 (PS Base)[/COLOR]
[color="#c05ae4"]* 34/36 - 36 (FD Base)[/COLOR]
[COLOR="Silver"]* 36/-- - 36 (BF Base)[/COLOR]
[color="#88a0ff"]* 36/-- - 36 (FoD Base)[/COLOR]
[color="#60e030"]  36/-- - 36 (DL Plat-2)[/COLOR]
[color="#60e030"]  --/-- - 36 (DL Plat-1)[/COLOR]
[color="#60e030"]* --/-- - 36 (DL Base)[/COLOR]
Dayum. Here is the actual hitbox to Up smash.
 

CluelessBTD

Smash Ace
Joined
Nov 20, 2006
Messages
987
Location
Pasadena, Tx
Wow. Where can I find other animations of Ganon's hitboxes?
I remember some time ago, somebody put up a java applet that allows you to see all the hitboxes for certain characters. I downloaded it on my old computer...don't remember where I got it from.
 

CluelessBTD

Smash Ace
Joined
Nov 20, 2006
Messages
987
Location
Pasadena, Tx
Magus searches for his name. Therefore he will not see that picture when he does a search. Let me help.

Magus MAGUS MAGUS420 magus
LOL, good call.

I'm not sure about C-stick affecting DI, but I know for certain that it causes ASDI from various tests. We need Magus for that one. So, if you are hit by a Marth Fsmash whith analog-UP and C-Down, your character will jump towards the ground a bit before flying diagonally upward.

This gives me an idea! I should go make a video showing all the different types of DI. I can't do it now because my girlfriend would leave me....lol
It has to be done secretly. Seriously guys, if a girl sees you recording a video game, it's over.
 

Dogysamich

The Designated Hype Man!
BRoomer
Joined
Jul 3, 2002
Messages
6,140
Location
Warner Robins, Georgia
Magus searches for his name. Therefore he will not see that picture when he does a search. Let me help.
Man see, I wish I could forum search my name, but people **** it up so **** much I dunno what to look for.

And then I usually get nothing but my own posts anyway. :(
 

DtJ Jungle

Check out my character in #GranblueFantasy
BRoomer
Joined
Jul 29, 2008
Messages
24,020
Location
Grancypher
We usually just call you Dogy :D

edit: now you have a posty ou can search for!
 

Dogysamich

The Designated Hype Man!
BRoomer
Joined
Jul 3, 2002
Messages
6,140
Location
Warner Robins, Georgia
Oh you dont know the half of it.

Doggy, Dogysammich, Doggysamich, Dogysandwich, doogysamich, oh man i've seen my name jacked up so bad it's comical.

___

Can Ganon actually chaingrab Ness? I've had this happen to me a few times and I'm wondering if I'm ******** or if that's how Ness' life goes.


 

CluelessBTD

Smash Ace
Joined
Nov 20, 2006
Messages
987
Location
Pasadena, Tx
ASDI? Oh, man I feel like a dinosaur. What the f**k is that? You say the character jumps to the ground. Does the same principal apply if held in any other direction?
Yes, it applies to all directions. However, I believe there are certain attacks that don't let ASDI down. ASDI stands for automatic smash DI.

It is useful when ledgeteching for example. If you were to get hit by a ledgehopped Marth Dair while trying to recover, if you ASDI toward the stage it is more likely that you will be able to tech.

Do you know about smash DI? I use it to mess up Fox's waveshines by SDIing through him.
 

-ACE-

Gotem City Vigilante
Joined
Sep 25, 2007
Messages
11,536
Location
The back country, GA
By using both, you can trajectory DI one way using the control stick, while overriding the ASDI you'd normally get with that direction on the control with a different ASDI you want instead by using the c-stick for it.

http://www.youtube.com/watch?v=Ei-iOIN32i4

You can trajectory DI a hit you can't avoid to get the lowest angle of knockback (and with it minimizing the amount of vertical knockback), while also ASDIing straight down into the stage so the ASDI will cause you to hit the floor and be able to tech until much higher damages than ASDIing down alone.

It works great for things like recovery move landlag and other very laggy moves to avoid getting KOed or escaping a move that would otherwise set you up for a combo. For example, a lot of the cute combos mentioned in this thread can be escaped with it :lick:
I think this pretty much covers it. It's necessary since SDI can't help you tech off floors (which would be broken).
 

PaperstSoapCo

Smash Lord
Joined
Nov 16, 2007
Messages
1,237
Location
537 Paper Street - Bradford - 19808
Smash DI is real. Though I don't really put and emphasis on it till I'm recovering and am expecting to get hit. Then I move the joystick from up then towards the stage then back up and so fourth like crazy to get that little edge. If you had your AR still you could see what I'm talking about.

I seen that vid. Eh, this is probably one of those things I just won't get. My regular DI isn't bad.

:uzi:
 

CluelessBTD

Smash Ace
Joined
Nov 20, 2006
Messages
987
Location
Pasadena, Tx
Smash DI is real. Though I don't really put and emphasis on it till I'm recovering and am expecting to get hit. Then I move the joystick from up then towards the stage then back up and so fourth like crazy to get that little edge. If you had your AR still you could see what I'm talking about.

I seen that vid. Eh, this is probably one of those things I just won't get. My regular DI isn't bad.

:uzi:
Double stick DI like what he did with puff isn't possible with all characters. At least, I remember one of Magus's posts saying that.

Actually, I've been working on that "Up, toward the stage, Up, back and forth" thing for a few weeks, but it's hard to get it down naturally.
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
ASDI? Oh, man I feel like a dinosaur. What the f**k is that? You say the character jumps to the ground. Does the same principal apply if held in any other direction?
ASDI is just like SDI which directly repositions your character slightly in that direction except the amount of movement is smaller, and instead of happening during hitlag it happens automatically (it's what the 'A' stands for) on the 1st frame of knockback right after hitlag based on the direction being held on either the control stick or c-stick, so unlike SDI you don't need to actually smash the direction for it to happen. Since it happens by simply holding a direction on either stick as hitlag ends you are ASDIing stuff all the time except it isn't usually noticeable since it's both a small distance and is also combined with the KB itself.

If a direction is being held on both sticks, then the direction on the c-stick is what's used for the ASDI. Because of that part, it lets you directional DI to change the launch angle on the control stick while also ASDIing in a different direction than the one being held on the control stick.

The reason holding down on the c-stick does a weaker 'crouch cancel' is because it does the main component of it which is ASDI downwards. A normal CC by holding down on the control stick is a combination of crouching (reduces the launch power/KB and halves the hitlag you get from the attack), ASDIing down into the floor to instantly land on the ground on the 1st frame of KB, and usually holding down also causes a lower launch angle which reduces the amount of upward movement from the KB that the ASDI has to overpower to keep you from leaving the ground.

ASDI like SDI is mostly helpful for escaping multihit attacks, low knockback hits/combos where normal trajectory DI has less of an overall impact on where you end up after the KB, for certain things like wall teching, and stuff that's specific to ASDI are for CCing and ground teching (since floors can't be SDI'd into).


You can also A/SDI during shield hitlag (c-stick can't be used for it obviously since it'd make you roll/dodge/jump with the shield being up). Shield ASDI is actually what makes the lightshield edgehog on Marth work. You ASDI off the edge and when the movement offstage from the ASDI is greater than the shield pushback from the attack towards the stage you slip off the edge and fall.

Holding towards someone while shielding their attack will make you ASDI towards them which keeps you closer and allows you to shieldgrab some things that you'd normally be pushed too far away to reach them. Doing the opposite, you can hold away while shielding Peach's d-smash to take less hits and damage to your shield while getting pushed out of range sooner to be able to punish.

Another thing you can do with shield A/SDI is stuff like SDIing Falco's shine away in your shield into a grab so if they multishine it doesn't reach you and they get grabbed, and if they jump out of the 1st shine then Ganon's tall enough to grab them out of their jump.


Using the c-stick to ASDI is only useful when the direction you want to ASDI is different from the direction you're going to be holding on the control stick. The reason being is that ASDI, which is the only thing the c-stick does as far as DI, is also read from the control stick anyway. Holding both sticks in the same direction results in the same thing as holding just the control stick in that direction.

I'm not sure about C-stick affecting DI, but I know for certain that it causes ASDI from various tests. We need Magus for that one. So, if you are hit by a Marth Fsmash whith analog-UP and C-Down, your character will jump towards the ground a bit before flying diagonally upward.
ASDI happens on the same frame as the 1st frame of KB, while SDI happens before KB, so technically you're moving towards the ground while also moving up and away from the f-smash's KB at the same time. Whatever the net distance of those 2 is is your movement on the 1st KB frame. If the total vertical movement is into the ground you'll land in your regular air->ground landing animation if the KB is weak enough to not cause a knockdown/tumble (2, 4, 5, or 6 frames depending on the character), or you'll fall down directly on the floor or tech if the KB is strong enough to knockdown.

Yes, it applies to all directions. However, I believe there are certain attacks that don't let ASDI down. ASDI stands for automatic smash DI.
Anything that hits on the ground and has a launch angle of horizontal or lower and the KB is weak enough to not cause a knockdown can't be trajectory DI'd or A/SDI'd upwards or downwards (grounded stomps still launch downwards, they just bounce you off the floor and you go upwards once it begins causing a knockdown). Some examples are Fox's shine, Sheik's needles, Falco's d-air at lower damages, and the weakest hit of Ganon's reverse u-air.

Since the 'cancel' part in 'crouch cancel' requires you to ASDI down into the floor to cause a regular landing to cancel the stun with that animation, these attacks can't be crouch canceled. They can still be crouched, but all that does is reduce the launch power which reduces the stun by some since stun is calculated from it.

Somebody prove to me Smash DI isn't a myth.


-Kye
http://www.youtube.com/watch?v=t9sa8133NBI#t=1m08s

He's in hitlag that entire time, so there's no KB actually happening at that point. SDI is what allows him to move around like that.

Smash DI is real. Though I don't really put and emphasis on it till I'm recovering and am expecting to get hit. Then I move the joystick from up then towards the stage then back up and so fourth like crazy to get that little edge. If you had your AR still you could see what I'm talking about.
When rotating the stick along the outside for SDI it triggers by passing specific points depending on which direction you're rotating.



The ones with Pink arrows are the trigger points for clockwise rotation and the Blue arrows counter-clockwise. Once you cross over/pass those points it will trigger a SDI in the direction your stick is pointing if you're in hitlag. The Orange area is the area that can trigger SDI. Having the stick within the inner Blue area can't cause SDI.

Since there are only 4 points for a direction of rotation, some rotations are inefficient for getting a SDI. Starting at Down-Right and ending at straight Up would only cross one of those points and would result in 1 SDI, and so would starting at full Right and rotating like 10° upwards. If you were to start Right and go up slightly to cross that counter-clockwise point, and then go down slightly down to pass the clockwise point right below it you'd get 2 SDIs from rotation from only about 30° of total rotation.

Double stick DI like what he did with puff isn't possible with all characters. At least, I remember one of Magus's posts saying that.
It doesn't work for most characters when the hitlag is 10+ frames (hitbox does 21%+ of damage for normal attacks, or 12%+ damage for electrical attacks) unless you SDI back down towards the floor since they get lifted up and are no longer touching the floor after 9 frames of being in hitlag. Only DK, G&W, Jiggs, Kirby, and Mewtwo stay along the floor after that point. If the hitlag is 9 or less than every character can do it just fine.

Also, it's only really useful for surviving KO hits with launch angles that are about 50° or lower. When the angle is too vertical the upwards KB starts overpowering what the ASDI down can do before the point you'd start dying from the attack anyway.

Characters with extremely low traction and poor recoveries from low and out like Luigi will slide very far off afterwards and be unable to make it back much earlier than if they just survival DI'd it. It's probably just Luigi who's better off always DIing normally and not teching for diagonal and lower KO hits though.

http://www.smashboards.com/showthread.php?p=4854764#post4854764

also this includes a list of attack's launch angles and the top speeds of those angles that are techable with dual-stick DI:
http://www.smashboards.com/showthread.php?p=7078167#post7078167
 

Divinokage

Smash Legend
Joined
Aug 6, 2006
Messages
16,250
Location
Montreal, Quebec
Seriously, what the **** lol. Magus can literally write a 500 page book of how to play smash and make tons of money lol.

But for me this is too much, I'm a warrior not a mage! lol.
 

CluelessBTD

Smash Ace
Joined
Nov 20, 2006
Messages
987
Location
Pasadena, Tx
Start benching 350+ and squatting 400+.

I NEED HALP. Linguini, you've played Dr. PP. How the hell did you beat him?
Just watch the vids and note everything that happens in Linguini's favor. Also, is that how much you lift? When I was 14 (7 years ago) I was benching 220 and I weighed 125 =)
Unfortunately, with too many AP classes, a job, and a troubled home life, I did not have so much time to lift anymore. However, now I am unemployed with a hefty savings account so I'll get the swollness back, least till I get another job...
 

-ACE-

Gotem City Vigilante
Joined
Sep 25, 2007
Messages
11,536
Location
The back country, GA
3 years ago I maxed on bench 340 at about 180lbs. Best set was 315 four times. Right now I bet I couldn't do 270 lol. I never went heavy on squats.

Good **** Magus
 

PaperstSoapCo

Smash Lord
Joined
Nov 16, 2007
Messages
1,237
Location
537 Paper Street - Bradford - 19808
Magus You are the man. Thanks it finally clicked. I was glad to read I was doing the wiggle on the smash DI right but what I though double stick DI meant before I was way off till now.


Magus said:
Techable launch angles, these are the approximate max launch speeds you're able to tech on a flat surface with correct DI. Full strength DI changes the launch angle by about 17.5° in either direction.

(0°=Away, 45°=Up&Away, 90°=Up, 180°=Towards, -45°=Down&Away, -90°=Down, etc)

Angle . Power .Best DI ........ Examples
-----------------------------------------------------------------------------------------------------------------------------
90° .. 62 [DI: 0/180°] Peach U-Smash(Shoulder); CF/Ganon/Samus/etc D-Air(Ground)
85° .. 64 [DI: 0°] ... Fox U-Air(Kick2); Marth U-Tilt(Above,Behind)
83.75° 64 [DI: 0°] ... Falco Dwn-B
80° .. 66 [DI: 0°] ... Fox U-Smash(Strong); Ganon D-Tilt(Outside), F-Smash(Up); Peach U-Air
76° .. 69 [DI: 0°] ... Kirby D-Smash(Inside)
75° .. 70 [DI: -30°] . Falco D-Tilt; Marth D-Smash(Strong-Back); Peach U-Smash(Weak)
70° .. 75 [DI: -30°] . Ganon D-Tilt(Inside), F-Smash(Normal); Marth D-Smash(Strong-Front)
65° .. 81 [DI: -30°] . Link D-Air; CF(Nipple)/Falco/Marth(NTSC) D-Air(Ground)
60° .. 88 [DI: -40°] . Doc F-Air; Ganon F-Smash(Down)
55° .. 98 [DI: -40°] . Ganon N-Air(Kick1)
45° . 135 [DI: -45°] . (WAY too many to mention)
40° . 158 [DI: -45°] . Sheik D-Smash; Peach D-Smash[140°; DI: -135°]
32° . 246 [DI: -50°] . CF F-Air
30° . 285 [DI: -50°] . Marth D-Tilt; YL/Yoshi/Zelda D-Smash; Ganon/CF U-Air(Behind-Above)
29° . 304 [DI: -50°] . Peach F-Smash(Racket)
27.5° 339 [DI: -50°] . Doc B-Air(Strong); Kirby D-Smash(Outside)
25° . 479 [DI: -60°] . Sheik F-Air; Fox/Falco D-Smash
24.5° 564 [DI: -60°] . Bowser B-Air(Strong)
20°. 1535+[DI: -60°] . Kirby D-Tilt
0° . 9001+[DI: -90°] . Fox Dwn-B; Ganon(Behind-Below)/Pikachu(Overhead) U-Air; Jiggs D-Smash; Link Up-B(Weak)
I thought this was really helpful in getting an idea on some different options Ganon may have on the ground when hit. Mostly when expecting a tech chase. As Ganon it really doesn't feel uncomfortable to be in the air but having your opponent jump and whiff a follow up doesn't hurt.
 
Top Bottom