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Velocity Influence / Surviving after hit

ssknight7

Smash Apprentice
Joined
Oct 8, 2014
Messages
136
NOTE NONE OF THIS HAS ANYTHING TO DO WITH VCANCELLING PLEASE DONT BRING IT UP

Guys, I know about normal DI and how it works - basically hold analog stick perpendicular to trajectory of hit when hit

My question is when you go flying after your DI has already been calculated and now you're sailing off toward the edge of the screen. It seems to me that if you have just been hit and you are sailing to the right, that by holding analog stick toward the left while you're in hitstun makes you travel less distance.

Is this the case or is it just placebo effect or me just misinterpreting what's going on? After my DI has been calculated, does it matter what direction I am holding on the analog stick with regard to how much distance I actually cover?

I asked this in the Marth boards because it seemed more likely to get an intelligent answer here. Ty
 
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FE_Hector

Smash Lord
Joined
May 26, 2015
Messages
1,420
Location
Raleigh, NC
I'm in no way an expert on this stuff, but I think it's either a placebo or aerial drift coming into effect. I'm not really the kind of person to go into 20XX debug or anything, though.
 

ssknight7

Smash Apprentice
Joined
Oct 8, 2014
Messages
136
I feel like this should be a dumb question on my part and one that everyone knows the answer to. If you're flying to the right toward the blast zone, should you be holding left to slow down your velocity or does it have no effect at all to hold left?
 

tauKhan

Smash Lord
Joined
Feb 9, 2014
Messages
1,349
During hitstun you can't do anything to alter your trajectory. After hitstun holding left will accelerate your regular speed to left and that helps surviving. Double jumping while holding left gives you a burst of speed to left, which is sometimes necessary to survive. However you don't want to always burn your dj when recovering.

The speed you can get with aerial drift, double jumping and doing some moves such as fox side b etc. is separate from the knockback speed you get from getting hit, and doesn't cancel it. Knockback speed deccelerates at a constant rate, which you can't influence at all. The way the speeds are separated has some interesting effects. For example, if you get launched at above horizontal trajectory as fox and side b as soon as hitstun ends, you usually move upwards during the startup of the side b. This is because the side b sets your regular fall speed to 0, but you still have some upwards knockback velocity remaining. If you dj instead of side b, the dj will reach higher than normally for the same reason.
 
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ssknight7

Smash Apprentice
Joined
Oct 8, 2014
Messages
136
During hitstun you can't do anything to alter your trajectory. After hitstun holding left will accelerate your regular speed to left and that helps surviving. Double jumping while holding left gives you a burst of speed to left, which is sometimes necessary to survive. However you don't want to always burn your dj when recovering.

The speed you can get with aerial drift, double jumping and doing some moves such as fox side b etc. is separate from the knockback speed you get from getting hit, and doesn't cancel it. Knockback speed deccelerates at a constant rate, which you can't influence at all. The way the speeds are separated has some interesting effects. For example, if you get launched at above horizontal trajectory as fox and side b as soon as hitstun ends, you usually move upwards during the startup of the side b. This is because the side b sets your regular fall speed to 0, but you still have some upwards knockback velocity remaining. If you dj instead of side b, the dj will reach higher than normally for the same reason.
Thanks, I think I've got it but just want to double check with a hypothetical..

Lets say hit by some move that sends me directly to the right. The best way to survive this would be to DI directly up and immediately after hit stun, start holding to the left in order to "decelerate" my rightward movement.

Is this correct?
 

tauKhan

Smash Lord
Joined
Feb 9, 2014
Messages
1,349
Yes, though you can hold left during hitstun as well, it just doesn't do anything while still in hitstun. Dj if you have to.
 

thf24

Smash Cadet
Joined
Dec 23, 2015
Messages
27
Let me add a little to clear some things up, because this is something I had trouble getting a handle on for a good while. I'm not the best with terminology, so anyone please correct me if I say something technically wrong.

At the time of getting hit, or just before, the first thing you want to input is your trajectory DI. This is what alters the angle of your initial trajectory and will best help you survive. The input is read on the second-to-last frame of hitlag, and this is the input you want to be perpendicular to your base trajectory. Trajectory DI has no affect on knockback distance, so input in the opposite direction of your knockback doesn't get you anything. Once hitlag has ended and your knockback trajectory has been calculated, you can now begin holding in the opposite direction (back towards the stage) for a potential effect. You still won't drift until hitstun has ended, but you could hypothetically save yourself by DI'ing back towards the stage if hitstun ends before you hit the blast zone and your unaltered momentum would have still carried you into it (ETA: you'd be better off using side-b or double jump to save yourself in this situation). That's usually a negligible margin though, and it's the trajectory DI that's important in saving you from normally fatal hits.
 
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ssknight7

Smash Apprentice
Joined
Oct 8, 2014
Messages
136
Thanks guys, this is what I thought I just wanted to make sure I understood completely. Noone ever really talks about knockback aversion.
 
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