KAOSTAR
the Ascended One
you will only get use to playing fox vs people. but you can at least practice offense.
so its worth it, I promise its better than nothing.
so its worth it, I promise its better than nothing.
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Well to ledgehop there's no delay between when you let go of the ledge and when you can jump. So you basically want to press jump as soon as you can. Don't bother trying to learn to get onto the stage to start with, just try letting go, and jumping on the spot so you regrab the ledge. Once you've got the timing so you can do it consistently, add the movement towards the stage so you land on the stage.i need to know how to properly ledge-hop because when i try it sometimes i don't pop up high enough to land back on the edge so i fall to my death.
and sometimes when i press away from the stage and jump link ends up doing some sort of backflip making it impossible to do something like a dair or rang toss and survive.
any help?
Well to ledgehop there's no delay between when you let go of the ledge and when you can jump. So you basically want to press jump as soon as you can. Don't bother trying to learn to get onto the stage to start with, just try letting go, and jumping on the spot so you regrab the ledge. Once you've got the timing so you can do it consistently, add the movement towards the stage so you land on the stage.
Also, you can let go of the ledge by tapping the cstick away. For some people it's easier, and it makes sure you can't do the backflip.
So experiment with the C stick and control stick, see what one works for you.
ASDI takes place on the frame immediately after hitlagI have a question about SDI and ASDI. Can anybody give me a full explanation on both, what's the difference and how to do them? Thanks in advance; I appreciate it.
Some **** about SDI and rotational DIMagus420 said:Yeah, if you smash up, then rotate to straight down you can get 3 SDIs (the actual directions you go on the 2nd/3rd SDIs will depend on where it's pointing on the frame the game sees you've gone past an arrow point).KAOSTAR said:Oh, very interesting. So are you saying that Rotating from straight up to straight down will get you the initial up, + 2 arrow points=3 SDI or do the 8 ways count also = a total of 7 SDI inputs?Magus420 said:There are more than you'd want to try counting really. You basically move at the near exact angle you are pointing the stick when it is triggered (same with the very beginning part of an airdodge's movement). It's not limited to a small number of directions like aimable up-Bs.KAOSTAR said:Lol yea I didnt think about SDI the same direction every frame is holding it. You still need that 1 frame to input the button. but yes thank you makes perfect sense.Magus420 said:He may have gotten that impression from TAS things that sometimes do a SDI each frame by alternating between diagonals, but that's done to satisfy the stick movement needed between each SDI rather then each one actually going further that way. If you want to go to the right you can't SDI full right every frame or you'd just be holding it, and going full right and skipping every other frame is less distance than alternating diagonals. Alternating between like 10 degrees above full right to 10 below full right would actually get you further to the right than either of those.KAOSTAR said:Rock crock posted this: can you confirm or deny? I was just a bit confused when I read your .6 w of Jiggs for SDI and .3 for ASDI
"Smash DI in the corner directions moves you farther than in cardinal directions. That's just the way it is. Weird."
"the corners move you both farther horizontally and farther vertically than do the cardinal directions. If you're using the c-stick for ASDI, it should be in the corners."
http://www.gamefaqs.com/boards/516492-super-smash-bros-melee?search=tech
But yeah, I'm pretty certain a diagonal SDI doesn't cover any more total distance than a cardinal one, and it definitely doesn't cover more distance in that cardinal direction (it would in fact be less effective if you want to move in a cardinal direction).
Do you know how many directions the GC controller has on its stick? I guess more importantly is 10 degrees how far you need to move to get a seperate input?
The 10 degrees thing just comes from where SDIs can trigger from rotation. It's based on 4 specific points located very close to each cardinal direction for clockwise, and another 4 opposite of those for counterclockwise. To trigger a SDI by rotating along the outside you need to cross over an arrow for that particular direction.
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The difference between them is much smaller if you're trying to go in an overall cardinal direction (about 20 degrees) and can go closer to a straight line with the SDIs, but it's much greater if you want to move diagonally (about 70 degrees).
And if it were frame perfect could you still SDI in ANY direction neutral and do another input, or are those 16 points the only ones in which you can SDI at all?
Meaning its just harder to SDI diagonally just in general, and the best way to SDI to the right most would be smashing right, and alternate your movement to each arrow?
sorry its so many questions![]()
If you go neutral inbetween you can SDI in any of the like 9001+ directions. Going from neutral you will be able to trigger a SDI by moving the stick into any part of the orange area. Also the distance you are pointing the stick doesn't change the distance (there's no slight SDI); it just takes the overall angle/slope. You can SDI in tons of directions through rotation as well, just not those that are within the same quadrant you're currently in. Entering a different quadrant is essentially what you're doing by passing over those arrows, which might be easier to understand/visualize than the arrows.
It's harder to move in a diagonal direction with multiple SDIs because it's the farthest away from the quadrants' borders/arrows which you need to go to to get another SDI without going back to neutral, so the directions you end up getting out of those SDIs every frame are far off from the direction you actually want to go in (going up, right, up, right... compared to right&slightly down, right&slightly up, right&slightly down... when trying to go to the right).
Powershielding a projectile does nothing but reflect that projectileAfter you powershield a projectile, can you do the same things right away as you could if you PS'ed a physical attack? Like normally you can cancel a PS lag into any attack, can you do that after PS'ing a projectile?
Also which of these, if any, can you do out of a Powershield:
Run
Walk
Jump
If 0 is when u hit the ground.after you miss a tech on the ground, how long do you have to lay there before you can start to roll/ stand up?
well lets inform them...i feel like some people aren't sure what Doraki jumping is exactly
Fascinating. I've been playing Melee competitively since 2005 and I've seen this happen a couple of times with Fox, but I could never for the life of me figure out what triggers it.TemPest said:well lets inform them...
if you double jump so that at the peak of your jump with certain characters (mostly anyone who can wall jump) on FD, and then tap/mash away from the edge, your character will do a wall jump, and save their double jump..