DeLux
Player that used to be Lux
- Joined
- Jun 3, 2010
- Messages
- 9,302
I. Intro
There’s a lot of misinformation floating around on how to manipulate SDI and DI. Words like HCDI, QCDI, Tap DI fly around and there’s been huge debate over which is the best method on how to DI. The goal of the thread is to debunk some of the myths and bring to the light the facts on understanding and executing ideal SDI and DI. For now, let’s suspend our beliefs in anything we know about proper SDI and build on new discoveries based on basic inputs.
While trying to find the "ideal SDI and DI", we stumbled upon an input mechanic that revolves around how a player can abuse the cstick and analogue stick to create multiple inputs at once.
II. Simultaneous Cstick and Analogue Stick (Dual Sticking)
Everything you are about to read in this thread revolves around the Cstick and the mechanics of how it relates to the analogue/control stick. Assuming the cstick is set to smash, a cstick input will read as a “analogue direction + attack”.
However, things begin to operate differently once you start incorporating simultaneous analogue and Cstick inputs. In order to accurately explain what occurs, we need to examine the directional inputs in terms of vectors. There are four cardinal directions for Brawl (Up, Down, Left, and Right). Any other direction in the 360 degree spectrum is just a combination of two vectors.
That being stated, it’s been documented that an interesting phenomenon occurs when both the analogue stick and the csticks inputted at full throw are combined: If the analogue stick is held at full throw, inputting a cstick order will cause the game to read the cstick direction followed by the analogue stick direction on back to back frames.
For example, if one were holding full right on the control stick, and then tapped Up on the cstick, the game would read: Directional input Up + attack > Directional input right on back to back frames. Then end result over the two frame span would be directional vectors of Up + Right.
At the same time, the cardinal directions act as thresholds where if they are crossed in the angle created by the two separate stick input directions, the game reads the second directional input, or snap back input, as a completely new input. This is opposed to simply holding an input in the same direction, which is what the game reads when a cardinal direction threshold is not met.
Now that we have the mechanics sorted out, let’s look into a few methods of practical application:
III. Grab Breaking
KPrime released a method of grab breaking a few months ago that was considered fairly revolutionary. In the method, a player needed to hold the control stick in a direction with his index finger while using his thumb to rock the dpad for inputs. At the same time, he would also have to input the cstick in a different direction.
There’s a lot of misinformation floating around on how to manipulate SDI and DI. Words like HCDI, QCDI, Tap DI fly around and there’s been huge debate over which is the best method on how to DI. The goal of the thread is to debunk some of the myths and bring to the light the facts on understanding and executing ideal SDI and DI. For now, let’s suspend our beliefs in anything we know about proper SDI and build on new discoveries based on basic inputs.
While trying to find the "ideal SDI and DI", we stumbled upon an input mechanic that revolves around how a player can abuse the cstick and analogue stick to create multiple inputs at once.
II. Simultaneous Cstick and Analogue Stick (Dual Sticking)
Everything you are about to read in this thread revolves around the Cstick and the mechanics of how it relates to the analogue/control stick. Assuming the cstick is set to smash, a cstick input will read as a “analogue direction + attack”.
However, things begin to operate differently once you start incorporating simultaneous analogue and Cstick inputs. In order to accurately explain what occurs, we need to examine the directional inputs in terms of vectors. There are four cardinal directions for Brawl (Up, Down, Left, and Right). Any other direction in the 360 degree spectrum is just a combination of two vectors.
That being stated, it’s been documented that an interesting phenomenon occurs when both the analogue stick and the csticks inputted at full throw are combined: If the analogue stick is held at full throw, inputting a cstick order will cause the game to read the cstick direction followed by the analogue stick direction on back to back frames.
For example, if one were holding full right on the control stick, and then tapped Up on the cstick, the game would read: Directional input Up + attack > Directional input right on back to back frames. Then end result over the two frame span would be directional vectors of Up + Right.
At the same time, the cardinal directions act as thresholds where if they are crossed in the angle created by the two separate stick input directions, the game reads the second directional input, or snap back input, as a completely new input. This is opposed to simply holding an input in the same direction, which is what the game reads when a cardinal direction threshold is not met.
Now that we have the mechanics sorted out, let’s look into a few methods of practical application:
III. Grab Breaking
KPrime released a method of grab breaking a few months ago that was considered fairly revolutionary. In the method, a player needed to hold the control stick in a direction with his index finger while using his thumb to rock the dpad for inputs. At the same time, he would also have to input the cstick in a different direction.