Okay, so I just finished testing VI's effect on ZeRo's combo with Mario on Link (who I believe is the only character in the demo it is guaranteed on with no VI).
ZeRo's Combo:
- Dthrow
- Utilt
- Utilt
- Dthrow
- Utilt
- Utilt
- Uair
- Uair
- Uair
- Coin Jump
I'm going to be testing this with some modification, namely:
- Dthrow
- Utilt
- Utilt
- Utilt
- Dthrow
- Utilt
- Utilt
- Uair
- Uair
- (Can be followed up with Coin Jump as well, but I won't be doing so for this test)
because it's easier (that last Uair -> Coin Jump is too difficult for me with the 2 3DS layout thing I have right now), but this totals out to 55% (67% with CJ).
Results are:
- No VI, mashing A (for Nair): Didn't break out
- No VI, mashing R (for AD): Didn't break out
- VI Up: Didn't break out
- VI Up + Mash R: Broke out right before the first Uair, but I'm not positive it wasn't just me screwing up repeatedly on the timing (controlling stuff at this level of complexity is harder than I thought)
- VI Up + VI Left (away): Didn't break out
- VI Up + VI Left (away) + Mash R: Unable to test, too difficult to be sure I'm doing it correctly
- VI Up + VI Right (into): Didn't break out, but forced me to switch up 1st Uair's location in a way where the original placement would have missed
- VI Up + VI Right (into) + Mash R: Unable to test
- VI Left (away): Didn't break out
- VI Left (away) + Mash R: Unable to test
Sorry for kind of bailing on this one, but HOLY CRAP is it difficult to test this with just one person...
If no one else has tested this by tomorrow, I'll be able to do so then as I have a friend heading over who can assist.
Try and get some data on how holding a direction from the start of the attack changes the effects as opposed to holding it mid way through flight.
Up next!
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All right, that was fast!
It's read the same way as DI, during (likely on the last frame of) hitlag.
Tested by:
- Getting Link to 83%, the exact percent where he dies without VI
- Hitting him with Mario's Fresh Usmash (fully charged)
- As soon as Link is launched, hold down on that 3DS' Circle Pad.
- Repeat like 8 times to make sure it's true
End result was that Link died every time, despite a vast (almost 40%) increase in survival if down is held upon launch.
By that I mean testing various simple follow ups at low %. Try to record just how far you can affect basic juggles such as Kirby's up tilt into whatever. guess Mario combos would be easiest, but I don't know any demo characters who have ones I can list off the top of my head.
It's easy to see the effects of this at high % by using KO range, but I want to see just how small or big that 'square' is for lower %'s
I'll give this a shot next, and then likely head off to bed.
Feel free to post if there's anything else you want tested though, if I don't end up doing it tonight I will tomorrow!
Test:
- With fresh stocks, see how long Mario can chain Utilt into itself against Link attempting different moves.
Results:
- No VI: 39%
- No VI, attempting Nair: 39%
- VI Up: 39%
- VI Up, Nair: 39%
- VI Away: 39%
- VI Away, Bair: 39%
- VI Towards: 46%
- VI Towards, Fair: 39%
So in other words, it looks like there's nothing to worry about!