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Combo DI for Falco

Splice

Smash Hero
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Mar 1, 2009
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I can't seem to find any information on combo DI against specific characters, certainly nothing extensive.

I know that getting hit up by Luigi, it's usually preferable to input partial DI left or right for Falco, rather than full DI before the hit, in order to throw him off.

But how do you DI to get out of Marth's aerial chains and specific moves like Fairs and SideB's etc.
How do you DI Sheiks tilts and her Uairs?
How do you DI DJC'd Uairs from Yoshi? and so on.

Obviously they can still combo you regardless in some of these situations, but what's effective, what can I do to make my opponents work harder than their usual combo flow?
 
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Oskurito

Smash Lord
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Jan 28, 2006
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Covering this on my match ups videos, lol :p I would say that against marth the aerial combos aren't really the problem but the chain grabs are, even if you're good at DI there's not much you can do if the marth is really good at chain grabbing, shine out of the chain grab at certain % used to be the counter but now that marths learned how to pivot grab AND the %s where this is possible they made that option unviable. But to cover what you've said, I think you may want to DI towards marth to ruin his combo (that's what you want to always do against any character lol) or in away so that he can't get you out of the stage because that's when you're screwed.

Sheik's tilts still chain into dash attack or fair even if you DI them, your best bet is to land on a platform after you get hit by the tilt then tech, but she may follow you with an fair/uair punish anyway... is hard to tell and it may depend a lot on your % and the stage your playing.
 

Splice

Smash Hero
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Thanks Oskurito

Against Marths chaingrabs I just hold one way to DI at the start but then I move inwards as I get to the peak height, and mixup around that. Seems to be quite hard to react to for them but I'm still not going to FD anytime soon haha
Against Sheik I try to hold away and the Jump out of the tilts if she wants to Fair me offstage. I watched some PP games and he sometimes moves further back then the Sheik was prepared to go so she cannot reach the Fair.

What you're getting at is what I'm looking for, I just think it's kind of bad there is really little written information about combo DI on the boards.
It would be nice if people who know different matchups could come together and help out. I still don't know much about this apart from what I've already mentioned.

Does anyone know some practical applications of SDI also? I have no idea when to use it to screw up my opponent.
 
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Oskurito

Smash Lord
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A very useful way to apply SDI is against fox uair, there's a good thread here on the falco forums by kirby kaze with very funny illustrations xD And yeah, I'm willing to put this on the match ups video I'm going to make, it will kinda of what you can do against X character in both defensive and aggressive manners.
 

SAUS

Smash Ace
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Aug 20, 2008
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I think you may want to DI towards marth to ruin his combo (that's what you want to always do against any character lol) or in away so that he can't get you out of the stage because that's when you're screwed.
Are you sure? I am fairly certain that you want to DI away from marth. If you DI towards him, he can chain fairs really easily and ken combo can become guaranteed and easy to pull off (rather than reactionary to bad DI). You only want to be DIing in to mess him up imo.

What you're getting at is what I'm looking for, I just think it's kind of bad there is really little written information about combo DI on the boards.
It would be nice if people who know different matchups could come together and help out. I still don't know much about this apart from what I've already mentioned.

Does anyone know some practical applications of SDI also? I have no idea when to use it to screw up my opponent.
For combo DI, just think "I want to get away from my opponent so he can't combo me as hard". Then adjust your DI so that you get hit farther away. This is almost always down and away. Some moves will have specific DI inputs, but there are too many to cover and I probably don't even know half of them. Just make sure you react correctly with survival DI if they throw in an early smash or something.

As for SDI, my main uses for it are to get away from shines and out of combos that use jabs. Certain moves can be avoided in certain situations like Fox's up-air as mentioned by Oskurito. I like to use it against falco as well. If he uses his dair and you SDI away from him, you can sometimes get far enough away so that his shine cannot hit you. It can also help you get a bit of extra distance when he is comboing you. Against spike moves, you can use it to move slightly more on stage so that you are more likely to land on the stage somewhere. If you are a total boss, you can have the spike hit you right at the edge so that you edge cancel it and can act immediately. Probably the easiest time to use it and most obvious application is getting out of multi-hit moves like fox's dair. Since it hits a bunch of times, you can SDI multiple times easily and even have some time to react and do it.

Hopefully all of that helps and makes sense.
 
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Oskurito

Smash Lord
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Are you sure? I am fairly certain that you want to DI away from marth. If you DI towards him, he can chain fairs really easily and ken combo can become guaranteed and easy to pull off (rather than reactionary to bad DI). You only want to be DIing in to mess him up imo.

For combo DI, just think "I want to get away from my opponent so he can't combo me as hard". Then adjust your DI so that you get hit farther away. This is almost always down and away. Some moves will have specific DI inputs, but there are too many to cover and I probably don't even know half of them. Just make sure you react correctly with survival DI if they throw in an early smash or something.
Not if you get right next to him, but yeah you'll always want to DI in a way that can mess up your opponent's combo, we can talk about how to DI this and that but I rather show that in a video instead of talking blah blah in a forum without any evidence to back myself up. I will show this ideas on the series of videos I'm making.

But I agree with you that is almost always better to DI away from you opponent so that is more difficult for him to extend the combo, but nowadays most experienced players will be able to follow up most of the times, you really need some sick DI if you want to pull of a escape or some way of retaliation (that's sort of what I want to show in my videos).


As for SDI, my main uses for it are to get away from shines and out of combos that use jabs. Certain moves can be avoided in certain situations like Fox's up-air as mentioned by Oskurito. I like to use it against falco as well. If he uses his dair and you SDI away from him, you can sometimes get far enough away so that his shine cannot hit you. It can also help you get a bit of extra distance when he is comboing you. Against spike moves, you can use it to move slightly more on stage so that you are more likely to land on the stage somewhere. If you are a total boss, you can have the spike hit you right at the edge so that you edge cancel it and can act immediately. Probably the easiest time to use it and most obvious application is getting out of multi-hit moves like fox's dair. Since it hits a bunch of times, you can SDI multiple times easily and even have some time to react and do it.

Hopefully all of that helps and makes sense.
Yes this is some great advice, those are some good examples of how you can use SDI.

Overall DI and SDI are very important because that's pretty much like your defensive power that can grant you survivabilty and often some counter attack chances.
 

La_Popo

Smash Rookie
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Jan 28, 2014
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23
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Montreal, QC, CA
For DI-ing out of combos, just try to get back control of your character as soon as possible. That means either DI-ing away so they can't hit you with another attack or DI-ing to tech before they can hit you again. Each option has it pros and cons, of course. DI-ing away means that you can easily reset to the neutral game or even turn the tables on your opponent while leaving you open to keep getting comboed. DI-ing to tech gets you back on your feet quickly while putting you in a situation with only three options: teching in place, left or right.
 
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