
The Specifics of Trajectory DI - Smashboards
2016年5月24日 · Full DI in, however, will result in an angle of 97.46°, much steeper and less survivable than the 62.54° angle. Further, for moves like Fox's usmash with a launch angle less than 90° but greater than 73.16°, maximum TDI is impossible to …
What is the point of Smash DI/SDI? - Smashboards
2018年8月15日 · Having some DI would help some heavy weight characters at least." Quick edit towards Quillion. I think a better, and much more appropriate stale move negation system is to increase DI deviation for stale moves. This works especially well since most of what stale move negation works against is combo starters and kill moves.
SSB64 DI in Brawl - Revolutionize your DI - Smashboards
2008年6月27日 · But that is completely different from being able to DI out of multi-hit moves. In ssb64 and brawl you can DI every hit of the move where in melee you couldn't. And yes theres a huge difference. You don't see people smash DI'ing like that without the use of save states. Where in contrast it is very easy to DI out of multi-hit moves using "ssb64" DI.
How To DI Against Captain Falcon's Combos - Smashboards
2011年2月24日 · Great advice, but I was expecting more. It's easy to tell where to DI, but when to DI in each direction is much trickier. More of stuff like "DI this way at low percent so you don't end up on the ground" would be very useful. I'd really like to know exactly how Falcon's DI mixups work, and how mixups go at high level play in general.
How to DI all throws in Smash 4 - Smashboards
2015年4月10日 · DI’ing kill throws properly will save your life and DI’ing combo throws will keep you at a lower percent for longer. I tested all of these without rage against Mario on FD, for forward and back kill throws I have the percent listed for both when I threw Mario from as close to the ledge as possible and from the middle of the stage.
Official The 20XX Melee Training Hack Pack (v5.0.2 - 1/20/2023)
2014年2月28日 · Coupled with the fact that P2 CPU randomly DI's and also [somewhat] buffers jump, the potential this provides for perfecting techniques is quite scary. Another amazing thing this code provides is the ability to consistently practice team combos and even things like recovering against a friend over and over and over to figure out all your ...
Gecko Code: CPU Random Teching and DI - Smashboards
2014年5月8日 · DI is the most simple to implement, but the hardest to decide what the best solution is. Basically there's a value for each character which identifies which way they are DIing (Well two, one for horizontal and one for vertical), this can be edited even if the character is a CPU, so there's no need to switch them to human mode.
How to DI Fox's Up Throw Up Air - Smashboards
2014年8月27日 · ZeRo, commonly known for doing tutorials for Melee/Brawl, has recently done his first Project M Tutorial (That applies to Melee as well) with Chibo on Smash DI and Directional Influence as a whole. This tutorial talks about escaping out of Fox's staple up throw up air combo as well as basic DI...
What do I have to do to DI ZSS' attacks? - Smashboards
2016年6月21日 · Looking for the proper DI angle against any of her kill setups, such as DSmash into Down B spike, as well as various grab combos into Uair - Up B, and if it's possible to SDI out of her Up B. Also, are there any airdodge-read 50/50s to …
what exactly is quarter-circle di - Smashboards
2007年2月13日 · Which way you DI depends on the hit. However, if you're on the ground, you can't do a smash DI downwards, so hitting down from a quarter-circle DI won't do anything except make your trajectory lower. If anything, you'd go away from down in quarter-circle DI, especially if you were CCing or just want to DI a hit that normally sends you horizontally.