Hi everyone, been a while since I've posted here! Used to play a lot of Melee back in the mid 2000s, got good enough to do well in my local scene (but not good enough to compete nationally), then stopped when Brawl came out. Project M has really reinvigorated my enjoyment of Smash Bros, so I'm making an effort to try to pick it up again, and I hope the scene continues to embrace the game.
Watching tournament matches, it's becoming really clear that I don't understand exactly how DI works in Melee or Project M (it was the one technical aspect of the game that I didn't have a firm grasp on when I used to play), so I read the page on the SSBWiki but would like some further clarification specifically for Project M (but I imagine it works similarly to Melee; if there are differences, I'd like to know them).
What is the best possible DI you could input for these scenario (let's say if you were programming a computer with perfect information to play):
- Fox up-smashes you at around 80% on FD. Do you use both the c-stick and the analog stick? Do you try to time your DI with the exact moment of the smash attack (before? after?) or can you just hold it? Do both sticks go in the same direction or in different directions? The way I used to do it was I immediately slammed both sticks on down to prevent getting hit high, but then I read that Smash handles input as vectors, so then I started doing one stick with down and the other stick right or left, but I get the sense this is still far from optimal. Should I smash both sticks either left or right? One left and one right? What if you're near the left edge of the stage and the up-smash kind of hits you at a northwest angle (as opposed to the center of the stage), does that impact how you DI?
- You get hit by Fox forward smash on the middle of the stage at around 100%. This is kind of like the other case, but reversed. Again, I used to do both sticks back towards the stage, but I'm sure this is bad. DI-ing up might get you KOed off the top... is it just as effective to DI down?
- Jigglypuff grabs your Fox at 10% for the rest combo. Do you try to time your DI directly with the release of the throw, or can you just be holding both sticks left/right and it will do the same thing? Does DI-ing in the up or down direction do anything? What about for cases like... someone grabbing you, then executing a weak throw that can't kill, but will set you up for a back-air at 130%. Do most people try to DI the throw and then continue the same DI for the back-air, or do you perform two separate, distinct DI attempts; the throw first, then return the sticks to neutral, then try to DI the back-air?
- Fox tries to up-air you for a KO. This concept of "smash DI" is something I haven't incorporated into my game. I hear it most commonly referred to get out of this exact move... is it useful in other scenarios, and if so, can you give an example or two? How is it performed in general?
There are a lot of fairly noobish questions here but I would like to finally understand how the system works for real. Thanks for any help.
Watching tournament matches, it's becoming really clear that I don't understand exactly how DI works in Melee or Project M (it was the one technical aspect of the game that I didn't have a firm grasp on when I used to play), so I read the page on the SSBWiki but would like some further clarification specifically for Project M (but I imagine it works similarly to Melee; if there are differences, I'd like to know them).
What is the best possible DI you could input for these scenario (let's say if you were programming a computer with perfect information to play):
- Fox up-smashes you at around 80% on FD. Do you use both the c-stick and the analog stick? Do you try to time your DI with the exact moment of the smash attack (before? after?) or can you just hold it? Do both sticks go in the same direction or in different directions? The way I used to do it was I immediately slammed both sticks on down to prevent getting hit high, but then I read that Smash handles input as vectors, so then I started doing one stick with down and the other stick right or left, but I get the sense this is still far from optimal. Should I smash both sticks either left or right? One left and one right? What if you're near the left edge of the stage and the up-smash kind of hits you at a northwest angle (as opposed to the center of the stage), does that impact how you DI?
- You get hit by Fox forward smash on the middle of the stage at around 100%. This is kind of like the other case, but reversed. Again, I used to do both sticks back towards the stage, but I'm sure this is bad. DI-ing up might get you KOed off the top... is it just as effective to DI down?
- Jigglypuff grabs your Fox at 10% for the rest combo. Do you try to time your DI directly with the release of the throw, or can you just be holding both sticks left/right and it will do the same thing? Does DI-ing in the up or down direction do anything? What about for cases like... someone grabbing you, then executing a weak throw that can't kill, but will set you up for a back-air at 130%. Do most people try to DI the throw and then continue the same DI for the back-air, or do you perform two separate, distinct DI attempts; the throw first, then return the sticks to neutral, then try to DI the back-air?
- Fox tries to up-air you for a KO. This concept of "smash DI" is something I haven't incorporated into my game. I hear it most commonly referred to get out of this exact move... is it useful in other scenarios, and if so, can you give an example or two? How is it performed in general?
There are a lot of fairly noobish questions here but I would like to finally understand how the system works for real. Thanks for any help.