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Fox DI Help or Insight!!

TakeANap

Smash Rookie
Joined
Oct 25, 2015
Messages
10
Location
Long Island New York
Im a pretty new player ive been playing about 5 months and have improved at a rapid rate, my one problem is DI and retaining DI at all times whilst keeping up with everything else i have learned, it usually takes a back seat because its just so much going on and i only vs people better than me so i never get breaks (breaks as far as neutral game, and always having to be on point with my tech skill or i get punished to death HARD) I've recently been reading a Smash library google doc and found this http://portraitinsmash.blogspot.com/2015/05/asdi-down.html and i was just curious to know if there was anything like this for other forms of smash DI and when and what situations i should be using it idk really where im going with this but i want to know my optimal options and use for smash DI so i can start recognizing the situations where i need to apply it and then do so! I play Fox just so you guys know ( i posted this in character discussion idk if i was wrong to do so, so im posting it here also)
 

-ACE-

Gotem City Vigilante
Joined
Sep 25, 2007
Messages
11,535
Location
The back country, GA
Up and away DI is super underused.

The goal of DI is to DI in such a way that an optimal follow-up will almost phantom hit. Survival DI gets you combo'd, away DI gives them an easy edgeguard opportunity.

In most situations, down and away is best onstage so you can get your footing back sooner. Most characters have a better ground game than they do aerial game, movement/agility wise. But down and away is usually bad offstage, as it forces your recovery to be more linear/predictable.

Straight away is best in a lot of situations, notably vs Falco, but I'm generalizing.

Up and away (sometimes slightly more away than the up and away notch is best, and sometimes slightly more up is best) is the big underused ticket for the beautiful happy medium between survival DI and anti-combo DI. And for most characters in most situations, being higher up when knocked offstage gives you more and better recovery options.

The biggest thing is realizing when you messed up and when you'll be hit, reading that, and DI'ing appropriately. Your percent, and the location of platforms and the ledge should directly influence these decisions also (sometimes down and away is best even when you'll go offstage, if you know you can dj sweetspot ledge).

SDI is huge. When up and away gets you hit again (rare in today's meta.... DI is still very underdeveloped in regard to the metagame), if they just barely got that hit in, don't assume that DI'ing more away is the only answer. You could've Smash DI'd up and away in addition to the regular up and away DI. There are usually several different answers to any given problem in melee.

I love this game.
 
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-ACE-

Gotem City Vigilante
Joined
Sep 25, 2007
Messages
11,535
Location
The back country, GA
I just want to say that even the 5 gods could benefit from my previous post. If you ever listen to a post by ACE, listen to that one.
 

TakeANap

Smash Rookie
Joined
Oct 25, 2015
Messages
10
Location
Long Island New York
Thanks man that helps me alot yea ive been wanting to be able to know what my better or best options are in situations so i can implement it into my play, in regards to smash DI and what you said here
SDI is huge. When up and away gets you hit again (rare in today's meta.... DI is still very underdeveloped in regard to the metagame), if they just barely got that hit in, don't assume that DI'ing more away is the only answer. You could've Smash DI'd up and away in addition to the regular up and away DI.
Idk if i understand smash DI 100% but in regards to what you said i would use my regular control stick to DI up and away, And smash DI with the C-stick? or am i wrong and i do it all with the control stick? and thanks btw for the info!
 

-ACE-

Gotem City Vigilante
Joined
Sep 25, 2007
Messages
11,535
Location
The back country, GA
C-stick only does ASDI, which is just like SDI but moves you only about 1/3 to 1/2 as far.

SDI by slamming the regular control stick during hitlag. If you continue to hold the stick, you'll get an ASDI input as well (they can be different directions with lots of speed, like a quarter-circle method, or by using both sticks) AND your regular DI input, which combined with the knockback trajectory of the move that hit you determines your actual trajectory of knockback. So, the regular control stick can essentially do it all.
 
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