Hello everybody, first post here. (disclaimer : I’m french, I hope I don’t make too much mistakes...)
I’ve been reading this thread for some times now, and you gathered good data on VI regarding vertical KOs, but not so much on horizontal KOs. So I grabbed my brother’s 3DS and ran some tests. (and seriously, this name debate needs to stop on this thread, I’m gonna arbitrarily call it VI here, don‘t focus on that)
INTRODUCTION
So, we know there is 8 directions we can input to modify knockback. We roughly know how VI works with vertical knockback, but there one thing that troubles me : even though
Strong Bad said down VI does not affect horizontal KO, around the game’s release, a lot of people talked about “
down DI”. This technique seemed effective, but does not seem to fit with our actual theory [by
MadKraken].
Plus,
Raykz mentioned how he survived to a side smash with pikachu at 180% by VIing down, and how we might have a little problem with our current model.
METHODS
I’m using the demo on a 3DS and a 3DS XL.
“KOed” character was Link at differents %.
Link was standing on the edge of FD Battlefield (just before the oh-gawd-im-gonna-fall animation)
KO moves used : Villager’s Tree, Pikachu’s side smash, Mario’s side smash (both fully charged)
Each KO move was used fresh by SDing
“KOer” characters were at 0% to avoid any rage effect.
VI is inputted this way : for down VI by crouching before the hit, for side VI by dashing just before the hit.
I then try to jump / move away from the right blast zone out of hitstun (as VI is not registered after hitlag).
RESULTS
First off, I noticed
VI was not taken into account while taunting. I don’t know how
Strong Bad did, but I didn’t manage to use tants effectively. Taunt are an easy way to avoid movement while inputting a direction, so this made the test a little harder (especially for up VI).
About Villager’s Tree and Pikachu’s side smash : the knockback is diagonal, and Link is sent flying in the upper corner, resulting in a diagonal KO/explosion. (btw, are we sure corners are true corners and not slanted corners ?)
So, as I couldn’t determine if Link died by crossing the right blast zone or the upper blast zone, I decided to use Mario’s side smash, which results in an horizontal KO/explosion.
I still got some results for the Tree :
without VI, Link is KOed at
exactly 58%
with down VI, Link is KOed
between 75% and 81% (survived at 75%)
Which gives us about
20% difference.
For Mario’s side smash :
without VI, Link is KOed at
exactly 45%
with down VI, Link is KOed at
exactly 64%
with back VI, Link is KOed
around 66/67%
(for this, Link might have survived 1-2% because he moved a little before being hit)
Difference : 19% / 22%
I tried up VI and up + back VI, but this was not easy to do alone, I can just tell you that Link was KOed at 54% with up VI, and 66% with up + back VI, but I haven’t tested more values.
(Up VI sent him flying higher, and maybe faster. This could mean Link being KOed before 45%, but I didn’t test VI towards bast zones.)
DISCUSSION
From previous tests,
ItsRainingGravy showed a survival difference of 30% to 42% for a vertical KO with different levels of Rage. Then,
Jaxas showed a survival difference of 39%, again, with a vertical KO.
Here, I found differences of approximately 20%.
Thus, my first proposition is that VI is able to help survive about 20% in general, the differences of
10 to 20% from vertical KO might be due to gravity. I don’t think this is really important and all this might also be influenced by the moves used, but it’s worth mentioning.
Now, the big problem here was the “square” model. With the previous model, down VI should not be useful for an horizontal KO. We clearly saw that it is not true. Here is my theory :
I think the square model is still true. It works well for vertical KOs, but not for horizontal ones. The reason is there's no true horizontal KO (at least, not from the ground in the demo ?). So yeah, knockback is diagonal, and we need to integrate that within the square model.
With that in mind, we then need to consider there is only 8 directions for VI, without differences between differents diagonals (this needs to be tested with vertical knockback). This way, VIing down is considered by the game as a diagonal, relative to the knockback received : VI back and down.
If this is really the case, VIing down is an effective way to survive, unless you need a high recovery, or the move that hits you sends you flying horizontally.
Last thing : as I said earlier, VIing during a taunt did not affect horizontal knockback, this may be why
Strong Bad did not notice any change with Bowser’s side smash. Still, it seems to work with vertical knockback, and I have no idea why (I didn’t test this). This may be due to a form of crouch canceling, but I had almost the same results with side VI, so I don’t really think that’s the case.
Anyway, the best way to have a clear answer might just be to try with throws. I feel a little dumb to not have thought of this before, might test this tomorrow.
What do you think ?