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Pika Q&A/FAQ Thread: Ask a Quick Question, Get a Quick Answer!

Thor

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How can you DI if there is no hitstun...? I thought DI was the act of inputting a direction during hitstun to alter your trajectory...

So Mach Tornado and Marth's side+b (first hit or whatever) only flinch, but no actual hitstun? Huh... I always thought you could SDI it... like Sheik's ftilt, where it's hard but doable. That's not the case though... or is it more like, you can input directions to move an aerial Pikachu while you're being flinched, but it's not actually SDI, just trying to move?
 

1PokeMastr

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Di and SDi occur during hitlag, hitsun is when you're in stun and can't do anything for some amount of frames.

With Di you alter your trajectory by a small margin.
With SDi you alter your X and Y position by a small margin.

Now some moves have an SDi multiplier of 0 meaning you can not SDi no matter how hard you try.
Some have .1, .3, .5, 1, 1.5

But you can still Di, like Marth's forward smash. Has a multiplier of 0, but you're still able to Di it.

Nado also has a multiplier of 0 and it hits once every 6 frames.


Marth's side b has very low multiplier as far as I know.

Sheik's F-Tilt has a multiplier of .5


You all go through hitlag and hitstun with these moves, but they have different sdi multipliers etc etc

Blah blah blah, 2008 knowledge
 

Thor

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^ That's not even on-topic and I agree. But funny more in an adorable way.

So hitlag is when you haven't moved yet, that's when one DIs, hitstun is when one can't move. Cool

Do nado's blows have knockback (obviously the final one does)? If not, that would explain you can't DI or SDI out of it (Given that it has a multiplier of zero). Also why do some characters seem to pop out of nado? Are those MKs just not using it right?

You just contributed to this page (your second-to-most-recent post). Thank you.
 

Pikabunz

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Pikabunz
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Di and SDi occur during hitlag, hitsun is when you're in stun and can't do anything for some amount of frames.

With Di you alter your trajectory by a small margin.
With SDi you alter your X and Y position by a small margin.

Now some moves have an SDi multiplier of 0 meaning you can not SDi no matter how hard you try.
Some have .1, .3, .5, 1, 1.5

But you can still Di, like Marth's forward smash. Has a multiplier of 0, but you're still able to Di it.

Nado also has a multiplier of 0 and it hits once every 6 frames.


Marth's side b has very low multiplier as far as I know.

Sheik's F-Tilt has a multiplier of .5


You all go through hitlag and hitstun with these moves, but they have different sdi multipliers etc etc

Blah blah blah, 2008 knowledge
That's actually not the case with tornado and dancing blade. They just don't have the hitlag frames to sdi in. If you ever look at dancing blade while it's hitting someone, there's never any freezing in the animation. I'm guessing this is so that the timing for doing the next hit is the same weather you're hitting someone or not.

Edit: I forgot to mention this. The reason those moves have no hitlag is because they have low hitlag multipliers.
 
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Angiance

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To ledge cancel QA, you have to direct it at the edge (obviously), and release the analog stick RIGHT as QA starts. As for the appropriate distance, it needs to skim the ground in front of whatever edge you're using; as Pikachu hits the ground you can input an attack, causing the QA to cancel into an offstage aerial
 
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infiniteV115

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To clarify, Marth's dancing blade is SDIable on some hits. You can't SDI the red (forward) hits, that I'm sure of. You can definitely SDI the 4th downward hit (ie the 5 little green pokes), I'm guessing this one has hitlag (definitely seems like it). Not sure about the blue hits but I'm pretty sure you can't SDI them.
Generally the best option is to just hold away from Marth, cause depending on the spacing, if he does all 4 hits sideways (ie all red hits), you can DI out and avoid the fourth hit and punish. I do this with ZSS all the time (4th hit whiffs, I walk forward a bit and punish with a dsmash combo, delicious), though I think her thin frame and hurtbox positioning during her hitstun animation make it easier for her to DI compared to the most other characters. It definitely seems harder to DI out with other characters.
If the Marth does the 2nd hit upward (blue), it sucks you in and so you don't really have a chance of DIing out now. Only way you can get out of this I think is if you DI all the hits inwards, so it's a bit of a guessing game as to whether he'll do the 2nd hit upwards or forwards.

Needless to say, if you're worried about DB killing you, hold up and away to DI out; this way if you still get hit by the 4th hit, you'll DI it decently whether the 4th hit is an upwards or forwards hit (whereas if you were holding away and the Marth did the 4th hit forwards, you'll DI terribly lol)

To whoever asked, no I don't play Ally 'all the time', he lives in Quebec and I live in Ontario. He doesn't come to every Toronto tourney and I haven't been to any Quebec tournies yet, so usually we play at like 3-4 tournies a year. But yeah still a fair bit of exp against him
 
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Angiance

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Ookami, the tech I explained is different from the one in the video, that's why it's confusing to you
 
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1PokeMastr

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Only because you explained the wrong technique.

Although.. Angiance is probably referring to the technique where you Up B from the stage to the ledge and it cancels the endlag and you can aerial.

Similar to Zelda's Up B.
 
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Ookami Hajime

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Well neither of those are actually describing what I was looking for actually, but the information was much appreciated. I've seen ESAM QA from offstage onto the edge of the stage and f-smash immediately with little lag. Do you know what I'm talking about?
 

Angiance

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Ah yes, I know exactly you're talking about. You have to be a specific distance from the stage, and Scar the ledge with QA (as you saw in the vid 1Pokemastr showed you) buffering an F-Smash. This "Scar F-Smash" can be done from below and above the ledge. The way I do it is AHing backwards from the ledge to max height, then QAing diagonally back to the ledge, causing me to automatically scar the ledge
 

1PokeMastr

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Or just practice it for 10-15 or 25 minutes, anything more and you're wasting time.
2 hours is just ridiculous, there's no need to overwork yourself.


What are some ways to intercept Falco's phantasm on his recovery or when he's using it to run away on stage ?

I've been thinking of PS laser (If they laser) to SH Nair. Similar to how Mk's do it.
Maybe even Dsmash ?

Drawing a blank for offstage though.
 

Angiance

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I mean, it takes hours for >me< to perfect a tech, but hey...

If you predict Falco's recovery, F-Tilt upwards takes care of it thanks to it's beefy hitbox, but you can also SH D-Air since it's hitbox lasts a while

PS > anything is good really, given the frame advantage :)
 
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[FBC] ESAM

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There are two ways to QA to the ledge and be able to F_smash immediately. One is the one where you are right next to the ledge and you QA at an right-up-right angle (More right than up-right, but more up than just right, 22.5 degees ish). OR you could jump backwards from the lege and QA down and towards the edge and you land right on the adge and you can F-smash there. That one is more timing based.
 

mikeray4

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Aug 12, 2008
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I highly suggest getting rid of quick attack from pickchu's moveset. Its very weak in game and I think iron tail is utilized more.
 

Ookami Hajime

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@ mikeray4 mikeray4 : No

@ Angiance Angiance : Alrighty then~
And please do =o

@ 1PokeMastr 1PokeMastr : All right then, thank you very much~
N-air is best choice in my opinion. That or f-air for laser>phantasm on stage. As for recovery, I tend to return to center stage punish with f-smash or a grab beforehand. Falco's tend to recover that way regardless of you being right there.

@ESAM: All right, that second explanation was what I was looking for, haha. Thank you very much , my friend!
 
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[FBC] ESAM

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<3 Mikeray

Since when did this become the thread to troll people? Not that I'm complaining...but still....
 

Ookami Hajime

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It was always the troll thread, haha.

But in all seriousness, I agree that an iron tail type of move should be part of his moveset. Maybe to replace b-air? A spike with a faster sweeping motion much like Lucas's b-air would be really helpful. Imagine what we could do with that.

I can only dream. Sakurai makes some dumb choices

Tripping
Mach Tornado
Tripping
Snake's u-tilt
Tripping
Olimar's camp game
Nerf of tethers
 
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Mr.Pikachu

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So what do you guys do when you go up against a snake? I try to play it safe, but when they get close they shield>shieldgrab me or just ftilt me all the time. The dthrow is just so annoying with te reads and I try to mix it up. Grenades are no problems I just avoid them or throw them back. Also how do you punish a snake when he recovers really high? The snake I play always seem to AD or bair me which afterwards when I try to grab him he ftilts me.
 

Angiance

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What attacks are you hitting Snake's shield with, pika?

I've said this a million times: U-Air controls the opponent's actions/movements (ESPECIALLY when they're diagonally above us), so, as Snake is rising, you could FH (tail towards Snake of course) and scare the piss out of him since he has to worry about U-Air, Thunder, and our fastfall > landing traps. Remember to sharply space U-Air FROM A DIAGONAL ANGLE, we're pretty untouchable from that distance
 
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