Sycorax
Smash Ace
This thread is obsolete. Read this instead: http://smashboards.com/threads/the-specifics-of-trajectory-di.437171/
Last edited:
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
10° would be rounded to 0°, and so would 17.2°. The game is really unforgiving in that regard.“It is my suggestion that you round this angle to the nearest registerable angle, e.g. 10 degrees rounds to 17.3 degrees and 359 degrees rounds to 0 degrees.”
I used MediaFire for the first time today so I'm not really sure how it works Let's see if I can make it better.You should change the download link from the mediafire view link to its proper download link
Hmm, I guess I was unclear. The human should round. E.g. Falco's Up B sends you at 80° so you should DI at 350°, but you can't. Rounding to the nearest allowable angle would be about 342°. Since 342° is closer to the optimal DI angle, 350°, it would yield greater directional influence than 0° (which would come from any DI between about 343° and 360°).10° would be rounded to 0°, and so would 17.2°. The game is really unforgiving in that regard.
This is unequivocally false. I went in and checked the game data.I believe I saw somewhere that Popo's f-air is a meteor smash while Nana's is a spike.
This makes sense to me because I know trigonometry, but I can't speak for the rest of smashers :/I believe the "dead zone" turns out to be pretty insignificant, because the difference between close angles is pretty negligible do[sic] to of the nature of a circular input which is converted into a component of the perpedicular[sic] distance from the launch angle...I hope this makes sense as I feel I'm having a little trouble explaining it thoroughly.
I think this is a good point for anyone out there who wants to memorize these values and try to minutely adjust their DI to get an extra .003 extra degrees of trajectory. It may be worth it in the case of a medium-strong hit like Marth's Fsmash at 100% that won't kill you but set you up to be edge guarded. With such a long hypotenuse from the hitstun of that move, a fraction of a degree could make a difference. It's worth testing, which I don't have the technical setup to doWhat I want you to notice is that the values don't change much for the partial DI just because you are off a few degrees...You have to be off by about 20 degrees to see real significant effects[sic] in your DI at which point your angle will be effected[sic] 1 degree.
This is really interesting. I never thought of that. I'd love to see some testing and data on that if anyone is able to.Also another thing to keep in mind is that you cannot DI fully in most directions because the octagonal shape prevents you from holding the stick fully extended.
This is very true and an excellent point. Though implicit, I hoped I made it clear in my bold red note.The best DI is not always the "ideal" DI shown here. The issue is that you really want your trajectory to send you to the corner as much as possible.
Thanks for the math, but Magus posted something recently that would change your formulae. Flerbert_ is Magus.The change in KB Trajectory due to TDI is:
<Control Stick Displacement>*sin(<DI Angle relative to KB Trajectory>)
Control Stick Displacement is:
18 at the eight corners of the octagon
OR
18*sin(67.5 degrees)/sin(112.5 - <angle between control stick position and a corner>)
(Thanks to ED for the math)
If the angle between the control stick position and a corner is 17.2 degrees or less, it is input as zero, thus:
For TDI down, the new angle is:
<KB Angle> - <18>*sin(<DI Angle>)
For Perfect Double Stick DI, the new angle (without ASDI calculated) is:
<KB Angle> - <18*sin(67.5 degrees)/sin(112.5 - <90 degrees - KB Angle>)*sin(<DI Angle>)
OR if the KB Angle is 72.8 degrees or higher, it is either:
<KB Angle> - <18*sin(67.5 degrees)/sin(112.5 - <17.3 degrees>)*sin(<DI Angle>)
OR (whichever is bigger):
<KB Angle> - <18*sin(<KB Angle>)
Note: if the KB Angle is greater than 90 degrees, just translate it so it's in quadrant 1.
Note: it doesn't matter for these calculations, but max DI Angle is:
72.7 + (90 - <KB Angle>)
Note: So far (I've only tested Sheik on Fox), it seems that going for the 17.3 degrees is never better than going for a cardinal direction due to the octagonal displacement.
This thread is obsolete. Read this instead: http://smashboards.com/threads/the-specifics-of-trajectory-di.437171/Hi, it seems the file is no longer available. Can anyone post a mirror?