Elyssa Xey Hexen
Broken!
- Joined
- Aug 6, 2008
- Messages
- 19,345
I am not sure if anyone was like me, but I came into brawl without any smash experience. I understood the existance of DI and used it primarily for strong knockback attacks that could potientially kill me. I also used it for multi-hitting attacks, but that was the extent of how I used DI.
After really getting into melee, I learned the importance of DI to get out of combos. Since then, it struck me how much I failed to include DI to get out of follow-ups in brawl. I am always relying upon a 2nd jump, airdodge, or an attack to get out of follow-ups.
Since snake has so few options against people when getting hit, knowing how to DI certain moves against common follow-ups can make a huge impace on avoiding taking unecessary damage. The hope I have with this project is to make a list of as many character related combo/follow-ups everyone has on snake. Then, discuss the types of advantages different types of DI would have on the situation.
This would be very similar to generating a list of all the possible scenarios you get placed in and coming up with a solution to them. While I have heard some say those sort of methods do not help because it is impossible to memorize them, I beg to differ. When you spent a time period of months doing something like playing smash, you gradually learn over that period of time making it possible to get accustomed to a large amount of information.
Maybe someone will say this is all theorycrafting and it will amount to nothing. Again, there are correct and incorrect forms of how to think about theory. I think that this method of discussion would prove to be quiet helpful. The same scenarios in brawl get repeated much more often than we realize, and having information to look at ahead of time I believe will be extremely important. Brawl is still pretty new. New players, new mechanics, and new scenarios. So the tactical discussion of DI seems to be lacking in brawl when in melee it's a pretty big concept. How you DI marth's throws in melee could mean the difference between getting hit by a fsmash or not. So its a tad more important in melee than in brawl, but either way, it is something to be discussed.
Anyway, enough for justification. Your thoughts on this idea and anything to contribute?
The first thing that comes to mind for me is DI against sonic's throws. DI his dthrow down, and tech allowing for a jab or ftilt follow-up. If you start doing this, sonic will likely have to resort to his other grabs to avoid getting punished for Dthrow against Snake. Uthrow on snake at high percents allows sonic to follow with his UpB. DI the Uthrow in that case left or right. At lower percents I would say DI left or right, but whatever puts you to the front of sonic. If he is going to try to follow you in the air, Fair is a likely follow-up and if you get hit by Fair, you can DI out of Fair.
After really getting into melee, I learned the importance of DI to get out of combos. Since then, it struck me how much I failed to include DI to get out of follow-ups in brawl. I am always relying upon a 2nd jump, airdodge, or an attack to get out of follow-ups.
Since snake has so few options against people when getting hit, knowing how to DI certain moves against common follow-ups can make a huge impace on avoiding taking unecessary damage. The hope I have with this project is to make a list of as many character related combo/follow-ups everyone has on snake. Then, discuss the types of advantages different types of DI would have on the situation.
This would be very similar to generating a list of all the possible scenarios you get placed in and coming up with a solution to them. While I have heard some say those sort of methods do not help because it is impossible to memorize them, I beg to differ. When you spent a time period of months doing something like playing smash, you gradually learn over that period of time making it possible to get accustomed to a large amount of information.
Maybe someone will say this is all theorycrafting and it will amount to nothing. Again, there are correct and incorrect forms of how to think about theory. I think that this method of discussion would prove to be quiet helpful. The same scenarios in brawl get repeated much more often than we realize, and having information to look at ahead of time I believe will be extremely important. Brawl is still pretty new. New players, new mechanics, and new scenarios. So the tactical discussion of DI seems to be lacking in brawl when in melee it's a pretty big concept. How you DI marth's throws in melee could mean the difference between getting hit by a fsmash or not. So its a tad more important in melee than in brawl, but either way, it is something to be discussed.
Anyway, enough for justification. Your thoughts on this idea and anything to contribute?
The first thing that comes to mind for me is DI against sonic's throws. DI his dthrow down, and tech allowing for a jab or ftilt follow-up. If you start doing this, sonic will likely have to resort to his other grabs to avoid getting punished for Dthrow against Snake. Uthrow on snake at high percents allows sonic to follow with his UpB. DI the Uthrow in that case left or right. At lower percents I would say DI left or right, but whatever puts you to the front of sonic. If he is going to try to follow you in the air, Fair is a likely follow-up and if you get hit by Fair, you can DI out of Fair.