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16-direction tilts.

SinkingHigher

Smash Lord
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May 4, 2008
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Hey guys.

I don't know if this has been discovered already or not, but you can tilt your tilts!

In exactly the same way as Farore's Wind, you can tilt the f-tilt in three directions.

High
Middle
Low.

The same goes the the u-tilt; it can be tilted:

Left
Up
Right

I am yet to test the d-tilt. I think it may influence which way you hook your opponent.

As for the practical uses, the f-tilt can be tilted to knock incoming recovering opponents from underneath or above the stage. The tilted u-tilt can be used the same the same type of thing. I would imagine it would be a safer method of u-tilting, instead of doing it from straight below. This may help avoid being hurt by spikes or Link's sword plunge thing.

I'll test out the tilted d-tilt in a little while.

Anyway, sorry if this is old news. Tell me what you think.
 

Mega-Japan

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I think it's awesome even though I already knew of it.
Thanks a lot though, maybe some people here didn't know.
 

popsofctown

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partially knew. I didn't know you can tilt the uptilts, i knew only of the ftilts tippage.

sometimes i think i can see the differences in the three ftilts, sometimes , can't really.
pertinent to this, if you hold forward after an ftilt, you can knock your opponent forward. by default, it is back and up slightly
 

SinkingHigher

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D'oh! Every time I find something... ... ... *grumbles*

Anywho, I tested it out a little more.

With the tilted u-tilts, if you focus on the shape of the circle she makes, it does slightly become oval. The range increases SLIGHTLY to the side you're shifting it.

I tried out the tilted d-tilts. They, again, ever so SLIGHTLY, influence the direction of the lock. I think that, if I am d-tilting my oponnent, who is on my right, while holding slightly to the left, it can help influence the lock, and resist DI.

It seems the tilted f-tilts are the most useful.

Well, thanks for posting anyway.
 

SinkingHigher

Smash Lord
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It barely makes a difference. Try starting the tilt, and then trying to push the control stick even further.

I tried it on the sandbag. I u-tilted so that it JUST didn't reach, and then tried tilting it, and it reached quite well.
 

sFoster

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Mar 21, 2008
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I think that, if I am d-tilting my oponnent, who is on my right, while holding slightly to the left, it can help influence the lock, and resist DI.
To my knowledge, this does a regular d-tilt and then automatically buffers zelda to turn around after the move is over.
 

SinkingHigher

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Not completely. Once you get past South-South West, or South South-East, it changes. Until those points, as far as the game is concerned, you are holding down.
 

sFoster

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With the tilted u-tilts, if you focus on the shape of the circle she makes, it does slightly become oval. The range increases SLIGHTLY to the side you're shifting it
The easiest way to see the shape of Zelda's tilts is to play in 1.5x speed.
If you try it, you'll see what I mean.

I played the dtilt and I honestly think you guys are just making this stuff up.
Tilting backward for the dtilt just makes zelda turn around the next time.
Tilting back all the way to SW will make zelda preform a neutral A from crouch.

The only tilts that can be angled are the ftilts.
For both U-tilt and F-tilt the range is variable.

Look closely at the stars.
Those are a part of her attack, and they are different every time.

This is why one utilt may hit the bag, but another may not.
This can easily be confirmed if you play around with tilt-sticking since it's guarenteed that you're not going to be moving forward.

Also if you utilt slightly to the side -- you will move forward!
That will also increase your chances of hitting the bag.
 

sFoster

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Mar 21, 2008
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partially knew. I didn't know you can tilt the uptilts, i knew only of the ftilts tippage.

sometimes i think i can see the differences in the three ftilts, sometimes , can't really.
pertinent to this, if you hold forward after an ftilt, you can knock your opponent forward. by default, it is back and up slightly
This doesn't have anything to do with holding forward after the ftilt.
The differences the three ftilts should be pretty obvious..

Here is the real point behind them ..
#1 Shield Spiking - If somebody is on low shield, you can angle your attack to try to shield spike where they're unprotected.

#2 Influencing the direction of knockback. This is actually relative to a couple of things.. the angle of your tilt, the height of your opponent, and how close you are to them.

The best way to send somebody forward is to be right next to them.. basically think of it this way. If they fly up and behind you, they can't collide with Zelda along that path. If Zelda is close enough to them that they'll bump into her, then the opponent will shoot forward instead.
 

sFoster

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Not completely. Once you get past South-South West, or South South-East, it changes. Until those points, as far as the game is concerned, you are holding down.
For SSW you are correct.. if you go any more down the game doesn't even register it.
So why would that affect DI if it doesn't even register in the game?

For FW you need to angle the control stick to the side slightly, and until you go far enough Zelda will just keep teleporting in place (straight down). Once you get to a point far enough, she will teleport a short distance to the side.

That same angle on the control stick causes zelda to buffer and turn around. Any close to down and you are just holding down and tilting, which is the regular move.. I don't see why that would be any different either since the game just see's a normal dtilt.
 

SinkingHigher

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I think you guys are right about the u-tilt. I've been trying this whole thing out with other characters, and it seems like it's just the f-tilt that has real definition.

Honestly, I did try tilting the u-tilt, and from the same place it didn't hit the sandbag, it did hit them when i tilted slightly towards them. And I tried tilting when d-tilting too, and instead of the bag going straight up, it went a tiny bit away from me each time, when I was holding away from me.

Meh, well, at least I was right about the f-tilts! :p

I'll try the other tilts with characters that would have obvious, noticable differences.
 

sFoster

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Honestly, I did try tilting the u-tilt, and from the same place it didn't hit the sandbag, it did hit them when i tilted slightly towards them. And I tried tilting when d-tilting too, and instead of the bag going straight up, it went a tiny bit away from me each time, when I was holding away from me.

Meh, well, at least I was right about the f-tilts! :p
The U-Tilt has a range that changes. It will go different lengths each time you use it.
Also you could have walked forward slightly without noticing when you tilted slightly.

Some characters have f-smashes that can be tilted.
Try out mario and luigi.

The f-smashes can actually do different amount of damage or KO at earlier percents depending on how you tilt them. (hold up or down on the control stick, while tapping forward on the smash stick)
 

DarkThundah

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I knew about the ftilts but not about the up tilts. I suppose it works in the same way you can tilt samuses fsmash hi mid and low. I do wonder how practical tilting her utilt is.

Thanks for posting!
 

Ztarfish

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tilted ftilts even have different effects, Ness's downtilted ftilt can trip, while uptilted ftilt does the most damage.

I'm not sure about Zelda though, probably just differs in damage percentage.

Oh and why don't you try the tilted utilt on a character like Mario? It'd be way easier to tell if you could tilt utilts with his than with Zelda's =/
 

RyokoYaksa

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Um.

Trying an Utilt to the back causes you to turn in that direction (and/or walk) before utilting. Trying an Utilt to the front causes you to walk ever so slightly forward before Utilting.

Are you SURE this isn't throwing off your conclusions?
 

popsofctown

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I have a big question: I am a tilt-sticker. Do i DI the tilts with the movement stick, my tilt stick, whichever one i want, or one because one of them is better than the other?
 

SinkingHigher

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popsofctown, I have no idea. You're welcome to try out different things. I have my controller set to default manufacturer settings. My c-stick is programmed for smashes. I don't use the c-stick for anything except those, since you can just b-stick things with the original settings anyway. I don't think it would make a big difference whichever way you do it, but, like I said, you're welcome to try.

Ryoko, if it's causing you to turn around, then you're pushing too far. You should be able to u-tilt in the same place. Eitherway, I think I'm becoming more and more sure that it doesn't matter anyway. If it were possible to tilt u-tilts and d-tilts, they would have made it really obvious. I still believe it has SOME influence into DIing opponents.

Well, I just realised that the d-tilt makes a pretty darn good spike, so I'm happy enough with that. : P
 

RyokoYaksa

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Also, tilting (certain) ftilts and fsmashes has been around since the 64 era.

And since you sort of skirted my question, I'll put it another way.

Are you SURE that you're not wrong and that tilted utilts/dtilts is a bunch of hooey?
 

SinkingHigher

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Haha, yeah I did kinda skirt it. :p I didn't mean to. Here's a clearer version of what I was trying to say.

I think you are right, and that it doesn't work. You CAN'T tilt the tilts. Like the f-tilts, it would be much more obvious if you could.

However, I still believe that by holding a certain direction while tilting, it CAN influence your opponents movement.
 

Iris

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Oct 31, 2007
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Yeah, I don't think her other tilts can change angles either.

Though some other cool move trivia is that her FSmash sends enemies very horizontal when they touch the very edge of the hitbox, and that her downtilt is a much more effective meteor for gimping than in Melee. In fact, I'm surprised I haven't seen any vids of her down tilt being used as such since it's so spammable at the edge, has great range, and can effectively gimp a lot of recoveries at 80+%.
 

IDK

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i guess you could call it 16 if there was a dtilt direction change, but technically there is no b-tilt. even though you can ftilt and turn around.
 
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