My smaller 3DS seems to have a looser circle pad but my XL seems to get stiffer.
Either way, I kind of reduced the amount of time I used Smash 3DS because they felt like they were breaking.
I didn't notice any adverse effects when I started doing perfect pivots and dance trotting, but I guess the wiggling needed to do stuff like the gif in my sig repeatedly might be doing some damage...
Speaking of, today's research:
- Link's aerial Spin Attack can consistently be SDI'd out the bottom before the last hit. Unsure if it applies to Tink's but I have no reason to believe it wouldn't.
- It's possible to SDI out the bottom of Charizard's Fly if you're low in the attack when it starts and are expecting it.
- Boost Kick...has a 0 SDI multiplier
- Meta Knight's Drill Rush can be SDI'd out of, but inconsistently. Seems to depend on if he curves it at all I think.
- Despite what I remember someone saying on the MK boards awhile back, SDIing the first hit of Shuttle Loop doesn't get you out of the second hit guaranteed.
- Mach Tornado can be SDI'd out the bottom if MK is rising or if near enough to the floor that you can land without your landing animation being hit by the tornado. It's possible to SDI all the way to the top of the tornado from the bottom in a single hit, but the hitstun is too high to escape out the top.
- The Drill item can be escaped as early as the second hit if you SDI toward it.
Demonstration.
- The autolinks on Mewtwo's usmash seem a bit too good to be able to escape it but I didn't try very hard.
- Unrelated to SDI, but using a reflector move on Pac-Man's idle hydrant makes it stick around longer before vanishing for some reason. It doesn't fire any extra water shots, it just exists for longer.