Big-Cat
Challenge accepted.
Today, I finally got an understanding of how DI works. In order to fully utilize DI, I had to find out the angle my attacks launched the opponent so I would know my followup options. At first, I was gonna make a stage with angle markers, but this was way too hard to do in stage builder. Instead, I just took snapshots of the attacks being done WITHOUT DI involved. Here's what I did to take these pictures.
1. Set opponent to Diddy (or whoever really).
2. All attacks were done point blank.
3. Diddy was positioned at the center of the stage.
4. Handicap for Diddy was set to 100%. This was to better see the trajectory angle.
5. Moves were fresh.
6. Set Diddy to human so there will be no DI.
I was informed that there were sweet and sour spots for some attacks. If you can take the snapshots to show the difference, please feel free to contribute. This applies to crouch canceling unless a formula can be determined for that applying across the roster.
[collapse="Jab: A, AA, AAA"]
[/collapse]
[collapse="Tilts: DTilt, FTilt, FTilt-Edge, UTilt, DA"]
[/collapse]
[collapse="Smash: USmash, UFSmash, FSmash, DFSmash, DSmash"]
[/collapse]
[collapse="Aerials: UAir, BAir, DAir, FAir, NAir"]
[/collapse]
[collapse="Throws: BThrow, UThrow, DThrow, FThrow"]
[/collapse]
[collapse="Specials: Air Slash, Back Slash, Back Slash from Behind"]
[/collapse]
1. Set opponent to Diddy (or whoever really).
2. All attacks were done point blank.
3. Diddy was positioned at the center of the stage.
4. Handicap for Diddy was set to 100%. This was to better see the trajectory angle.
5. Moves were fresh.
6. Set Diddy to human so there will be no DI.
I was informed that there were sweet and sour spots for some attacks. If you can take the snapshots to show the difference, please feel free to contribute. This applies to crouch canceling unless a formula can be determined for that applying across the roster.
[collapse="Jab: A, AA, AAA"]
[/collapse]
[collapse="Tilts: DTilt, FTilt, FTilt-Edge, UTilt, DA"]
[collapse="Smash: USmash, UFSmash, FSmash, DFSmash, DSmash"]
[/collapse]
[collapse="Aerials: UAir, BAir, DAir, FAir, NAir"]
[collapse="Throws: BThrow, UThrow, DThrow, FThrow"]
[collapse="Specials: Air Slash, Back Slash, Back Slash from Behind"]
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