@ScaryLB59: for Zelda? Falco can't true-CG Zelda even once, as far as i know. It's not that hard for him to faux-CG though. I use away DI, then airdodge to the ground, or use an aerial to punish (maybe i use aerials to punish only when i'm at higher percents though.)
As a disclaimer on what i said, the Falco i play against isn't super technical (boost grabbing a lot)
I have a question that has been burning within for about two weeks now.
When Zelda is at about 55%, and Luigi is going for the jab to Up-B combo (which is a for sure kill, *sugh*) is it possible to Smash DI out of it by either going away from Luigi, up, or down to shield?
Sorry, but i feel like being technical. You're about to get a technical answer.
I'm pretty sure i know the right answer to this question. I've been using Luigi some recently, he might become my third.
The first jab is the one that is best for the jab->up B combo. So we'll talk about that.
The way smash DI works is that the more hitstun you have, the further you can get. You move a tiny distance in the direction of your input, if you input for that frame is different from the input from last frame. For example, if there were three frames of hitstun
Frame before hit: no DI
Frame 1: Right DI
Frame 2: Up-right DI
Frame 3: Up-right DI
The right DI would send you a little bit right, because you had right DI instead of the no DI of last frame. Then during the second frame, you would go up and right, because up and right is considered distinct from right (as far as i know, and as most people tell it, there are only 8 distinct directions of DI though).
The third frame is the same input as the second frame, so you would get squat.
Now let's say there was exactly 3 frames of hitstun, and i've shown the input for all of them. Your last input was up-right. So your launch angle would get altered by that upright, and your launch speed will be decreased or increased by the up right. If the move was knocking you up right, the DI you gave caused the maximum knockback.
The last frame of DI, which alters the trajectory of your knockback, has its own name, and is very different from Smash DI. Smash DI can only cover a distance that's about an 8th of Jiggs body or something. Launch DI (it's called Launch DI i think. Or maybe just DI) can make huge differences, extending or reducing a trajectory by perhaps a fourth of FD, if it was a strong move.
Anyway, the example was highly unrealistic. A human response to getting hit and having three frames of hitstun would be:
NO DI
NO DI
NO DI
We react very slowly, three frames is only 3/60s of a second or so.
Luigi's Jab is not going to be something you smash DI. I don't know the exact amount of hitstun on the move, but honestly, reacting barely in time for the launch DI you want is going to be impressive enough.
Therefore, the best way to react to a Luigi jab would be to smack and hold the horizontal direction away from Luigi. This is the best launch DI to get you away from his Fire Jump Punch sweetspot.
If Luigi did the jab pretty close to you, and Launch DI away from Luigi won't get you far enough away from Luigi, there's nothing (human) you can do to save yourself.
If he did the jab while extremely extremely close to you, it's probably possible to get a frame or two of smash DI in and end up on the other side of him, but that'd be rare. (you'll probably see it happen at one point in your life though).
If you are really interested in escaping Fire Jump Punch, i would look into the Nayru's Love glitches. There's some invincibility frames in the move, it has odd and sometimes glitchy momentum qualities (especially when done during/after getting hit). I know that you can shoot out of Falco's jab combo with Nayru's Love, it looks really weird and it breaks the jab combo.