guedes the brawler
Smash Lord
i dislike this. vectoring was pretty easy to understand and apply to my game.
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Both are correct. It seems to be vectoring with no vertical influence, but the inputs that were called good DI in the past are just the best now, too.We need some solid results. Cuz I watch Ninjalink's video which says "Vectoring, but no vertical influence", and then I come here and we're back to "DI as normal" and "Vectoring as normal" and stuff.
So if I'm hit towards the left edge of the stage with a Smash attack that sends me flying at a 45 degree angle, am I supposed to hold the joystick right-up (DI), right-down (vectoring), or just directly to the right?As far as I know you hold left or right to survive. If your character has poor recovery you should consider holding up and toward the stage to get extra height when hit horizontally. use up and or away to escape combos.
Someone correct me if I'm wrong.
DI (right+up) works best for me.So if I'm hit towards the left edge of the stage with a Smash attack that sends me flying at a 45 degree angle, am I supposed to hold the joystick right-up (DI), right-down (vectoring), or just directly to the right?
Can confirm. I usually get D3's fatass to live 5ever with this unless I get walloped by something fresh/that naturally has a lot of knockback.DI (right+up) works best for me.
Thanks. I'll go with this until proven otherwise.DI (right+up) works best for me.
Your DI is input at the last frame of hitlag (the time where you are frozen before being launched, look at Falcon knee for a good example). Anything after that doesn't affect DI in any way.Thanks. I'll go with this until proven otherwise.
Also, a general question about DI (I kind of missed the boat on competitive Smash for Melee and Brawl). During which period of time can I actually influence my trajectory? Is it only while I'm in the middle of a hit? (That is to say, if Ike hits me with a forward smash, can I only influence my direction while his sword is touching me? Is there even a point to trying to DI after the attack has already finished connecting?)
Thanks. So... obviously it depends a lot on the attack, but in general how many frames does a player actually have to respond to being hit by an attack and inputting the correct DI? ... This seems like it's going to take me a heck of a lot of practice to get used to.Your DI is input at the last frame of hitlag (the time where you are frozen before being launched, look at Falcon knee for a good example). Anything after that doesn't affect DI in any way.
Sorry for the late reply. You don't have much time to do this. Mostly a few frames.Thanks. So... obviously it depends a lot on the attack, but in general how many frames does a player actually have to respond to being hit by an attack and inputting the correct DI? ... This seems like it's going to take me a heck of a lot of practice to get used to.
There are a lot of them. Falcon down tilt, zelda down smash, fox back air, etc etc.Okay, what's the most horizontal knocking move in the game? I'm going to try to test some of this tonight and see if we can get a conclusive answer on this.