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ChuChuROBBuddies!

Sudai

Stuff here
Joined
Feb 14, 2006
Messages
7,026
Location
Baton Rouge, Louisiana
It's not that hard, just roll the control stick really fast. I learned about it in Brawl. Brawl's actually what got me into SDIing in Melee. I can only QCSDI in Melee when I -reeeallyy- focus though.
 

JCaesar

Smash Hero
Joined
May 28, 2004
Messages
9,657
Location
Project MD
NNID
JCaesar
There is no ASDI in Brawl.

And about Zelda's usmash, the repeating hits have 5% of the SDI potential of a normal hitbox, if that says anything. If you managed to SDI out, you probably either got grazed and got out right away, or got extremely lucky.

I like how the Project M team knows far more about the inner workings of Bawrl than even the official "Smash Researchers" :p


Oh ****, I'm no longer "Project Mperor"

Nooooooooooooooo!
 

Heartstring

Smash Legend
Joined
Jun 12, 2009
Messages
11,129
Location
England
There is no ASDI in Brawl.

And about Zelda's usmash, the repeating hits have 5% of the SDI potential of a normal hitbox, if that says anything. If you managed to SDI out, you probably either got grazed and got out right away, or got extremely lucky.

I like how the Project M team knows far more about the inner workings of Bawrl than even the official "Smash Researchers" :p


Oh ****, I'm no longer "Project Mperor"

Nooooooooooooooo!
sdi potential? never heard of this before, is there any article sitting around about it?
also 5% sdi potential sound about right, i can never get out of that damn thing
 

JCaesar

Smash Hero
Joined
May 28, 2004
Messages
9,657
Location
Project MD
NNID
JCaesar
I dunno if there are any articles about it. But basically, every hitbox has a hitlag multiplier and an SDI multiplier, both of which affect the attack's SDI potential (as you should already know, you can only SDI during hitlag). Zelda's usmash hitlag multiplier is .5, meaning that you have half the number of frames to SDI on than you would on a normal attack doing the same amount of damage (which is already very low), and its SDI multiplier is .1, meaning that every time you do SDI it, it moves your character 10% of the distance of a normal SDI movement. Hence why it's essentially impossible to SDI out of Zelda's usmash. You just have to hope you get lucky and the move throws you out of it on its own.
 

Heartstring

Smash Legend
Joined
Jun 12, 2009
Messages
11,129
Location
England
right, are there any other moves that are note worthy for extraordinatily low/high SDI possibilities, i alwys find zelda's dtilt to be hard to sdi too
 

Heartstring

Smash Legend
Joined
Jun 12, 2009
Messages
11,129
Location
England
Have you tried side B?
yes i have, tis the only thing i do with him on it, and its also influenced by normal brawl play thank you very much XD
but hes not broken atall in comparison to the other chars, can you at least make aether go higher or something? XD
 
Joined
May 3, 2009
Messages
7,190
So I just checked Zelda's USmash in OS-

There is no ASDI in Brawl.

And about Zelda's usmash, the repeating hits have 5% of the SDI potential of a normal hitbox, if that says anything. If you managed to SDI out, you probably either got grazed and got out right away, or got extremely lucky.

I like how the Project M team knows far more about the inner workings of Bawrl than even the official "Smash Researchers" :p


Oh ****, I'm no longer "Project Mperor"

Nooooooooooooooo!
I dunno if there are any articles about it. But basically, every hitbox has a hitlag multiplier and an SDI multiplier, both of which affect the attack's SDI potential (as you should already know, you can only SDI during hitlag). Zelda's usmash hitlag multiplier is .5, meaning that you have half the number of frames to SDI on than you would on a normal attack doing the same amount of damage (which is already very low), and its SDI multiplier is .1, meaning that every time you do SDI it, it moves your character 10% of the distance of a normal SDI movement. Hence why it's essentially impossible to SDI out of Zelda's usmash. You just have to hope you get lucky and the move throws you out of it on its own.
:fuuu: Beat me to it.

JCaes, U R right.

Code:
Subaction Main0x5D
@11430

-----------|START|--------------------------
Synchronous Timer - Frames=2.00x, 
Set Loop - Iterations=0x6, 
    Offensive Collision - Bone/ID=0x0, Damage=0x1, Trajectory=0x5A, Base Knockback=0x3C0064, Knockback Growth=0x0, Size=5.00x, Z Offset=0.00x, Y Offset=11.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=0.50x, SDI Multiplier=0.10x, Hitbox Flags=0x23C32003, 
    Offensive Collision - Bone/ID=0x1, Damage=0x1, Trajectory=0x10E, Base Knockback=0x320064, Knockback Growth=0x0, Size=5.00x, Z Offset=0.00x, Y Offset=21.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=0.50x, SDI Multiplier=0.10x, Hitbox Flags=0x23C32003, 
    Offensive Collision - Bone/ID=0x2, Damage=0x1, Trajectory=0xC8, Base Knockback=0x3C0064, Knockback Growth=0x0, Size=5.50x, Z Offset=0.00x, Y Offset=18.00x, X Offset=-6.00x, Tripping Rate=0.00x, Hitlag Multiplier=0.50x, SDI Multiplier=0.10x, Hitbox Flags=0x23C32003, 
    Offensive Collision - Bone/ID=0x3, Damage=0x1, Trajectory=0xC8, Base Knockback=0x3C0064, Knockback Growth=0x0, Size=5.50x, Z Offset=0.00x, Y Offset=18.00x, X Offset=6.00x, Tripping Rate=0.00x, Hitlag Multiplier=0.50x, SDI Multiplier=0.10x, Hitbox Flags=0x23C32003, 
    Synchronous Timer - Frames=1.00x, 
    Terminate Collisions
    Synchronous Timer - Frames=1.00x, 
Execute Loop
Asynchronous Timer - Frames=19.00x, 
Set Loop - Iterations=0x4, 
    Offensive Collision - Bone/ID=0x0, Damage=0x1, Trajectory=0x5A, Base Knockback=0x3C0064, Knockback Growth=0x0, Size=5.00x, Z Offset=0.00x, Y Offset=11.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=0.50x, SDI Multiplier=0.10x, Hitbox Flags=0x23C32003, 
    Offensive Collision - Bone/ID=0x1, Damage=0x1, Trajectory=0x10E, Base Knockback=0x320064, Knockback Growth=0x0, Size=5.00x, Z Offset=0.00x, Y Offset=21.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=0.50x, SDI Multiplier=0.10x, Hitbox Flags=0x23C32003, 
    Offensive Collision - Bone/ID=0x2, Damage=0x1, Trajectory=0xC8, Base Knockback=0x3C0064, Knockback Growth=0x0, Size=5.50x, Z Offset=0.00x, Y Offset=18.00x, X Offset=-6.00x, Tripping Rate=0.00x, Hitlag Multiplier=0.50x, SDI Multiplier=0.10x, Hitbox Flags=0x23C32003, 
    Offensive Collision - Bone/ID=0x3, Damage=0x1, Trajectory=0xC8, Base Knockback=0x3C0064, Knockback Growth=0x0, Size=5.50x, Z Offset=0.00x, Y Offset=18.00x, X Offset=6.00x, Tripping Rate=0.00x, Hitlag Multiplier=0.50x, SDI Multiplier=0.10x, Hitbox Flags=0x23C32003, 
    Synchronous Timer - Frames=1.00x, 
    Terminate Collisions
    Synchronous Timer - Frames=1.00x, 
Execute Loop
Offensive Collision - Bone/ID=0x0, Damage=0x5, Trajectory=0x5A, Base Knockback=0xD2, Knockback Growth=0x14, Size=7.00x, Z Offset=0.00x, Y Offset=21.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x2BC32083, 
Offensive Collision - Bone/ID=0x1, Damage=0x5, Trajectory=0x5A, Base Knockback=0xD2, Knockback Growth=0x14, Size=7.50x, Z Offset=0.00x, Y Offset=18.00x, X Offset=-6.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x2BC32083, 
Offensive Collision - Bone/ID=0x2, Damage=0x5, Trajectory=0x5A, Base Knockback=0xD2, Knockback Growth=0x14, Size=7.50x, Z Offset=0.00x, Y Offset=18.00x, X Offset=6.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x2BC32083, 
Offensive Collision - Bone/ID=0x3, Damage=0x5, Trajectory=0x5A, Base Knockback=0xD2, Knockback Growth=0x14, Size=8.00x, Z Offset=0.00x, Y Offset=15.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x2BC32083, 
Synchronous Timer - Frames=1.00x, 
Terminate Collisions
Asynchronous Timer - Frames=53.00x, 
Allow Interrupt
----------------------------|END|-----------
Dat 11 hits.
 

Syde7

The Sultan of Smut
Joined
Dec 7, 2004
Messages
1,923
Location
Winston-Salem, NC
NNID
syde_7
Happy Holidays to all my ROBros&sisters. Hope everyone's holiday season is AWESOME.

On an unrelated note, anyone with some legit account hacking skills want to help me out with somethin' fun? Hrmm?
 

HollaAtchaBoy

Smash Master
Joined
Jan 22, 2007
Messages
4,985
Location
203 nuggaaaaaaah
Of ****ing course.

Single handedly the absolute worst anime I've ever had the displeasure of seeing. The level of fanservice is through the ****ing roof and it sends me into a salty rage whenever I think about it.
 

ipitydatfu

Smash Master
Joined
Feb 27, 2007
Messages
3,363
Location
shine combos Fushigi balls
i dont know how they cast for these game shows. so many dumb people. :(

tenjou tenge. is the only type of the genre i enjoyed. but even then, it went downhill for me.

ikki tousen. dajayman, have you heard of that?
 
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