I ran a bunch of tests and I now know WHAT inputs are optimal for surviving 45 degree knockback, buuut I've no clue why.
Used:
- motion sensor bomb (45 degree angle knockback)
- sheik/marth/lucario/dk/ganon/charizard
- fd
Method: (Thanks for the idea, @
Remzi
)
Roll to LEFT corner, create the bomb, hit the bomb with an attack, input a direction+variables. I then tested how long I could survive by manipulating combinations of ALL of these variables:
- control stick direction
- holding control stick before knockback
- holding control stick mid-way through knockback
- holding control stick after hitstun wears off
- aerials
- jumping
- fast falling
- crouching
- attack used to destroy bomb (dtilt, ftilt, special, smash attack)
Here are my findings:
Keep in mind my findings aren't entirely inclusive. There are exceptions, including Charizard who I'll mention at the end.
The best way to survive a 45 degree angled knockback is to hold directly towards the stage (in this case, right) and spam the A button
if you have a quick f-air (OR spam jump, but I saw no noticeable difference in survivability, so don't waste your second jump). No, I don't know what characteristics the f-air needs to have. I chose f-airs who come out relatively quickly and can autocancel after a SH. Sheik, Marth, Lucario were the "quick" ones in my experiment.
If you have have a slow f-air, it's best to hold towards the stage (in this case, right), and spam jump to get maximum survivability. Again, no, I don't know exactly what characteristics the f-air needs to have to be considered "slow." I chose f-airs whose hitboxes don't come out quickly. The "slow" f-airs in my experiment were dk and ganon.
For the "slow" f-airs, there was about a 1% difference in survivability between spamming forward+"A", and spamming forward+jump. At very high percents that 1% will turn into 2-3% difference in survivability because in my experiment I was only dealing with 55~69%. That in mind, you may just want hold towards the stage and spam "A" anyways to increase your chances of not being gimped after surviving the knockback. This means you would take the risk that you might die spamming "A" when spamming jump could have made you live by 2-3%.
Note: For anyone that wants to try to find out exactly what characteristics make "quick" f-airs = jumping > "slow" f-airs, take a look at Charizard who survives longer by spamming jump even though he's got a "quick" f-air by my definition used earlier.