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Can somebody try this out.

Started by Shujinco2, December 19, 2007, 05:52:52 PM

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Shujinco2

I just got to thinking around and I kinda thought this was possible.

Can someone get hit by, oh, lets say, a home run bat smash attack, but the frame after or the exact same frame, could you try doing Kirby's rock attack?

I was figuring that Kirby's rock move doesn't travel very much (Unless on a slope :P ) and was wondering if it would prevent you from flying away into oblivion if you did it at the right time.

Just wondering, but would like to see the results! ;)

Tupin

I don't even know if it works, but if I was playing as Kirby, I would do it.

But I probably wouldn't get rock Kirby. :-X


Quote from: SkyMyl
Tuppy frightens me with his knowledge of legacy technology.

Dawei

After being hit by an attack, you suffer from 3-8 frames of lag before being sent flying. The only thing you can do during those frames is Smash DI.

Shujinco2

Quote from: Dawei on December 19, 2007, 05:55:11 PM
After being hit by an attack, you suffer from 3-8 frames of lag before being sent flying. The only thing you can do during those frames is Smash DI.
Yeah, but it's still worth a try, right?

I mean, preventing your own KO, that's a pretty handy tool if it were to exist!

That would almost put Kirby on top teir! (Maybe ;) )

Dawei

Quote from: Shujinco on December 19, 2007, 05:57:10 PM
Quote from: Dawei on December 19, 2007, 05:55:11 PM
After being hit by an attack, you suffer from 3-8 frames of lag before being sent flying. The only thing you can do during those frames is Smash DI.
Yeah, but it's still worth a try, right?

I mean, preventing your own KO, that's a pretty handy tool if it were to exist!

That would almost put Kirby on top teir! (Maybe ;) )
Smash DI, autoDI, and regular DI are all great moves for preventing KOs.
It might raise kirby up a bit, but because you can't instantly cancel your Down-B someone could grab you.

Shujinco2

Quote from: Dawei on December 19, 2007, 06:00:47 PM
Quote from: Shujinco on December 19, 2007, 05:57:10 PM
Quote from: Dawei on December 19, 2007, 05:55:11 PM
After being hit by an attack, you suffer from 3-8 frames of lag before being sent flying. The only thing you can do during those frames is Smash DI.
Yeah, but it's still worth a try, right?

I mean, preventing your own KO, that's a pretty handy tool if it were to exist!

That would almost put Kirby on top teir! (Maybe ;) )
Smash DI, autoDI, and regular DI are all great moves for preventing KOs.
It might raise kirby up a bit, but because you can't instantly cancel your Down-B someone could grab you.

Oh yeah! Forgot about that! :D

But I'm sure there is a way to prevent that SOMEHOW!

And I still think it's worth a try.

BTW, I have never heard of Smash DI, Auto DI and Regular DI. What are they and how are they done?

Dawei

Quote from: Shujinco on December 19, 2007, 06:03:24 PM
Quote from: Dawei on December 19, 2007, 06:00:47 PM
Quote from: Shujinco on December 19, 2007, 05:57:10 PM
Quote from: Dawei on December 19, 2007, 05:55:11 PM
After being hit by an attack, you suffer from 3-8 frames of lag before being sent flying. The only thing you can do during those frames is Smash DI.
Yeah, but it's still worth a try, right?

I mean, preventing your own KO, that's a pretty handy tool if it were to exist!

That would almost put Kirby on top teir! (Maybe ;) )
Smash DI, autoDI, and regular DI are all great moves for preventing KOs.
It might raise kirby up a bit, but because you can't instantly cancel your Down-B someone could grab you.

Oh yeah! Forgot about that! :D

But I'm sure there is a way to prevent that SOMEHOW!

And I still think it's worth a try.

BTW, I have never heard of Smash DI, Auto DI and Regular DI. What are they and how are they done?
Ahh, DI, I had a feeling someone would ask. :P

Smash DI :

When you take a hit, there are frames of hitlags where you're frozen and stay in place before being sent flying. The number of hitlag frames varies between 2-3 up to around 18 with Samus's Fully Charged Shot, or burner hits in BtT stages.

During those frame, you can move around using Smash DI.
If you smash the Control Stick in one direction, your character will move instantly in that direction. It doesn't go very far, but it can still save your life sometimes.

If the hit is techable, Smash DI can be used to move yourself into a wall or a ceiling and you'll be able to tech. If you miss the tech, you might bounce on the wall/ceiling
However Smash DIing into the ground can't make you tech (it would clearly be broken)

Forbidden Smash DI :

If you are on the ground and are hit by a non-techable move that sends you horizontally or downwards, you won't be able to Smash DI up.
I call this Forbidden Smash DI. It would in fact be broken because you would take the hit airborne, you would land on the ground without any stun.
The developpers saw this and prevented that from happening.
Forbidden Smash DI makes sure you stay stunned on the ground when you're hit by Fox's Aerial Down A, Fox's shine or any other relatively weak hit nailing you into the ground.
(However I've seen CPUs breaking that rule in Adventure mode )

Multiple Smash DIing :

If you are fast with the control stick you can sometimes input several Smash DIs
This is basically what you do when you use the so-called "Quarter-circle DI".

In the Perfect Control Video, there is a clip where a Mario on Jungle Japes takes a Charge Shot from the left, use Smash DI on each frame of hitlag alternating between down-left and up-left, and finally Smash DIs up into a ceiling and wall-tech-jumps there.

Regular DI :

After the hitlag, your character starts flying from the hit.

Regular DI will influence your trajectory, it has been known for more than a year now.
DIing along the same line of the defaut trajectory doesn't affect it at all. What does work and what saves your life at high % is having a DI perpendicular to the defaut trajectory.

Automatic Smash DI :

An Automatic Smash DI takes place there on the 1st frame after the hitlag.
It's automatic because you don't have to smash anything to do it, the game just reads the position of your control stick or C-stick on the last frame of hitlag.
The C-stick outprioritizes the control stick. You can hold 2 different directions, the game will use the C-stick for the ASDI : you can DI one way and ASDI another way.

The ASDI is exactly like Smash DI except that it goes less far, and you don't see it very well because you're sent flying at the same time.
On techable hits, it can make you tech on walls or ceiling just as well.
One very important thing is that you can tech on the floor as well if the ASDI makes you go down on that frame.
The instant ground techs on other moves than Fox's shine all come from this.

ASDI Down, the true Crouch Cancelling effect :

If you're grounded and take a move that sends you upwards but not very fast, ASDIing down'll make you go downwards on that frame. You'll then either bounce/tech if the hit is techable, or just land with no stun.

If you're grounded and take a move that sends you down, if it's untechable, Forbidden Smash DI applies and you'll stay stunned on the ground whatever you try to do (DI doesn't seem to work in those cases, too.)
If it's techable, you'll see a green flash on the ground at the beginning of the hitlag and you'll be sent up. You can try to ASDI down that and you may bounce/tech that hit.

For example, Fox's Aerial Down A sends you downwards and is never techable.
Falco's Aerial Down A sends you downwards and becomes techable at low/middle %
Falco's Phantasm sends you up if you're grounded but sends you down when you're in the air, and it's always techable.
Fox's shine sends you horizontally when you're grounded.

How to use DI :

To escape from a combo, use proper Smash DI, ASDI and proper DI. Know what you can do, where you want to go, and how DI affects your trajectory.

To walltech more moves when you're recovering, Smash DI and ASDI towards the wall.

To survive from a powerful move, DI to the perpendicular of your trajectory and preferably upwards, while ASDIing towards the stage with the C-stick.

To ground-tech a hit, DI to the perpendicular of your trajectory and preferably down, while ASDIing down with the C-stick.

IMO CCing should only be used to Crouch Cancel Counter. Why be sent flying when you could shield instead ?

Credit of the explanation goes to Doraki of Smasboards.

If you don't understand something, I'll try my best to explain it more in-depth.

Shujinco2

Quote from: Dawei on December 19, 2007, 06:08:45 PM
Quote from: Shujinco on December 19, 2007, 06:03:24 PM
Quote from: Dawei on December 19, 2007, 06:00:47 PM
Quote from: Shujinco on December 19, 2007, 05:57:10 PM
Quote from: Dawei on December 19, 2007, 05:55:11 PM
After being hit by an attack, you suffer from 3-8 frames of lag before being sent flying. The only thing you can do during those frames is Smash DI.
Yeah, but it's still worth a try, right?

I mean, preventing your own KO, that's a pretty handy tool if it were to exist!

That would almost put Kirby on top teir! (Maybe ;) )
Smash DI, autoDI, and regular DI are all great moves for preventing KOs.
It might raise kirby up a bit, but because you can't instantly cancel your Down-B someone could grab you.

Oh yeah! Forgot about that! :D

But I'm sure there is a way to prevent that SOMEHOW!

And I still think it's worth a try.

BTW, I have never heard of Smash DI, Auto DI and Regular DI. What are they and how are they done?
Ahh, DI, I had a feeling someone would ask. :P

Smash DI :

When you take a hit, there are frames of hitlags where you're frozen and stay in place before being sent flying. The number of hitlag frames varies between 2-3 up to around 18 with Samus's Fully Charged Shot, or burner hits in BtT stages.

During those frame, you can move around using Smash DI.
If you smash the Control Stick in one direction, your character will move instantly in that direction. It doesn't go very far, but it can still save your life sometimes.

If the hit is techable, Smash DI can be used to move yourself into a wall or a ceiling and you'll be able to tech. If you miss the tech, you might bounce on the wall/ceiling
However Smash DIing into the ground can't make you tech (it would clearly be broken)

Forbidden Smash DI :

If you are on the ground and are hit by a non-techable move that sends you horizontally or downwards, you won't be able to Smash DI up.
I call this Forbidden Smash DI. It would in fact be broken because you would take the hit airborne, you would land on the ground without any stun.
The developpers saw this and prevented that from happening.
Forbidden Smash DI makes sure you stay stunned on the ground when you're hit by Fox's Aerial Down A, Fox's shine or any other relatively weak hit nailing you into the ground.
(However I've seen CPUs breaking that rule in Adventure mode )

Multiple Smash DIing :

If you are fast with the control stick you can sometimes input several Smash DIs
This is basically what you do when you use the so-called "Quarter-circle DI".

In the Perfect Control Video, there is a clip where a Mario on Jungle Japes takes a Charge Shot from the left, use Smash DI on each frame of hitlag alternating between down-left and up-left, and finally Smash DIs up into a ceiling and wall-tech-jumps there.

Regular DI :

After the hitlag, your character starts flying from the hit.

Regular DI will influence your trajectory, it has been known for more than a year now.
DIing along the same line of the defaut trajectory doesn't affect it at all. What does work and what saves your life at high % is having a DI perpendicular to the defaut trajectory.

Automatic Smash DI :

An Automatic Smash DI takes place there on the 1st frame after the hitlag.
It's automatic because you don't have to smash anything to do it, the game just reads the position of your control stick or C-stick on the last frame of hitlag.
The C-stick outprioritizes the control stick. You can hold 2 different directions, the game will use the C-stick for the ASDI : you can DI one way and ASDI another way.

The ASDI is exactly like Smash DI except that it goes less far, and you don't see it very well because you're sent flying at the same time.
On techable hits, it can make you tech on walls or ceiling just as well.
One very important thing is that you can tech on the floor as well if the ASDI makes you go down on that frame.
The instant ground techs on other moves than Fox's shine all come from this.

ASDI Down, the true Crouch Cancelling effect :

If you're grounded and take a move that sends you upwards but not very fast, ASDIing down'll make you go downwards on that frame. You'll then either bounce/tech if the hit is techable, or just land with no stun.

If you're grounded and take a move that sends you down, if it's untechable, Forbidden Smash DI applies and you'll stay stunned on the ground whatever you try to do (DI doesn't seem to work in those cases, too.)
If it's techable, you'll see a green flash on the ground at the beginning of the hitlag and you'll be sent up. You can try to ASDI down that and you may bounce/tech that hit.

For example, Fox's Aerial Down A sends you downwards and is never techable.
Falco's Aerial Down A sends you downwards and becomes techable at low/middle %
Falco's Phantasm sends you up if you're grounded but sends you down when you're in the air, and it's always techable.
Fox's shine sends you horizontally when you're grounded.

How to use DI :

To escape from a combo, use proper Smash DI, ASDI and proper DI. Know what you can do, where you want to go, and how DI affects your trajectory.

To walltech more moves when you're recovering, Smash DI and ASDI towards the wall.

To survive from a powerful move, DI to the perpendicular of your trajectory and preferably upwards, while ASDIing towards the stage with the C-stick.

To ground-tech a hit, DI to the perpendicular of your trajectory and preferably down, while ASDIing down with the C-stick.

IMO CCing should only be used to Crouch Cancel Counter. Why be sent flying when you could shield instead ?

Credit of the explanation goes to Doraki of Smasboards.

If you don't understand something, I'll try my best to explain it more in-depth.
0_o

That was... a LOT!

But that ASDI down thing sounds to be VERY useful.

Just one more question...

What does "Techable" mean and what is a "tech?"

I'm not to up on these advanced techniques, so yeah.

Dawei

#8
Maybe I should have included the entire guide, and not just the DI part :P If I need to I will though.

Anyway, a tech is basically pressing L or R 20 frames before you hit the ground. If you hit L/R (I will say L as that is what I use) before you hit the ground, but no direction, you will do a standing tech, where you instantly stand up with no lag (you also have a few invincibility frames if I remember correctly). Now, if you press L and hold the control stick left or right, you will do a rolling tech, in which you will do something much like the shield-roll, though without the lag.
    If you want to tech though, you can't just mash the L button. The tech input is "set" in the game for 20 frames, but once those 20 frames are up, you have to wait a entire 40 frames (for those of you who don't know, A frame is 1/60 of a second) before you can tech again.
      There are other types of techs, celling techs and wall techs, which are done the same way as a tech on the ground, though they stop all momentum right there, so you will fall down (unless you walltech>walljump).

Shujinco2

Quote from: Dawei on December 19, 2007, 06:25:35 PM
Maybe I should have included the entire guide, and not just the DI part :P If I need to I will though.

Anyway, a tech is basically pressing L or R 20 frames before you hit the ground. If you hit L/R (I will say L as that is what I use) before you hit the ground, but no direction, you will do a standing tech, where you instantly stand up with no lag (you also have a few invincibility frames if I remember correctly). Now, if you press L and hold the control stick left or right, you will do a rolling tech, in which you will do something much like the shield-roll, though without the lag.
    If you want to tech though, you can't just mash the L button. The tech input is "set" in the game for 20 frames, but once those 20 frames are up, you have to wait a entire 40 frames (for those of you who don't know, A frame is 1/60 of a second) before you can tech again.
      There are other types of techs, celling techs and wall techs, which are done the same way as a tech on the ground, though they stop all momentum right there, so you will fall down (unless you walltech>walljump).
That sounds VERY useful!

If I were to get hit in a techable situation, exactly WHERE should press L?

GrimTuesday

Quote from: Shujinco on December 19, 2007, 06:31:06 PM
Quote from: Dawei on December 19, 2007, 06:25:35 PM
Maybe I should have included the entire guide, and not just the DI part :P If I need to I will though.

Anyway, a tech is basically pressing L or R 20 frames before you hit the ground. If you hit L/R (I will say L as that is what I use) before you hit the ground, but no direction, you will do a standing tech, where you instantly stand up with no lag (you also have a few invincibility frames if I remember correctly). Now, if you press L and hold the control stick left or right, you will do a rolling tech, in which you will do something much like the shield-roll, though without the lag.
    If you want to tech though, you can't just mash the L button. The tech input is "set" in the game for 20 frames, but once those 20 frames are up, you have to wait a entire 40 frames (for those of you who don't know, A frame is 1/60 of a second) before you can tech again.
      There are other types of techs, celling techs and wall techs, which are done the same way as a tech on the ground, though they stop all momentum right there, so you will fall down (unless you walltech>walljump).
That sounds VERY useful!

If I were to get hit in a techable situation, exactly WHERE should press L?

lets get back on topic  ::)

Proud owner of Flowen - www.flowengaming.inventforum.com

"I tracked you down with this, this is my timey-wimey detector, goes ding when there's stuff" ~ The Doctor

Shujinco2

Quote from: GrimTuesday on December 19, 2007, 06:57:41 PM
Quote from: Shujinco on December 19, 2007, 06:31:06 PM
Quote from: Dawei on December 19, 2007, 06:25:35 PM
Maybe I should have included the entire guide, and not just the DI part :P If I need to I will though.

Anyway, a tech is basically pressing L or R 20 frames before you hit the ground. If you hit L/R (I will say L as that is what I use) before you hit the ground, but no direction, you will do a standing tech, where you instantly stand up with no lag (you also have a few invincibility frames if I remember correctly). Now, if you press L and hold the control stick left or right, you will do a rolling tech, in which you will do something much like the shield-roll, though without the lag.
    If you want to tech though, you can't just mash the L button. The tech input is "set" in the game for 20 frames, but once those 20 frames are up, you have to wait a entire 40 frames (for those of you who don't know, A frame is 1/60 of a second) before you can tech again.
      There are other types of techs, celling techs and wall techs, which are done the same way as a tech on the ground, though they stop all momentum right there, so you will fall down (unless you walltech>walljump).
That sounds VERY useful!

If I were to get hit in a techable situation, exactly WHERE should press L?

lets get back on topic  ::)
Well, we still kinda are.

But is anybody going to at least TRY this?

I wanna find a really cool Meelee glitch/tech, and I hope this can be it!

DededeCloneChris

Quote from: Shujinco on December 19, 2007, 07:00:21 PM
Quote from: GrimTuesday on December 19, 2007, 06:57:41 PM
Quote from: Shujinco on December 19, 2007, 06:31:06 PM
Quote from: Dawei on December 19, 2007, 06:25:35 PM
Maybe I should have included the entire guide, and not just the DI part :P If I need to I will though.

Anyway, a tech is basically pressing L or R 20 frames before you hit the ground. If you hit L/R (I will say L as that is what I use) before you hit the ground, but no direction, you will do a standing tech, where you instantly stand up with no lag (you also have a few invincibility frames if I remember correctly). Now, if you press L and hold the control stick left or right, you will do a rolling tech, in which you will do something much like the shield-roll, though without the lag.
    If you want to tech though, you can't just mash the L button. The tech input is "set" in the game for 20 frames, but once those 20 frames are up, you have to wait a entire 40 frames (for those of you who don't know, A frame is 1/60 of a second) before you can tech again.
      There are other types of techs, celling techs and wall techs, which are done the same way as a tech on the ground, though they stop all momentum right there, so you will fall down (unless you walltech>walljump).
That sounds VERY useful!

If I were to get hit in a techable situation, exactly WHERE should press L?

lets get back on topic  ::)
Well, we still kinda are.

But is anybody going to at least TRY this?

I wanna find a really cool Meelee glitch/tech, and I hope this can be it!
Sorry, I can't............if you do me favor.

Dawei

#13
Quote from: Shujinco on December 19, 2007, 06:31:06 PM
Quote from: Dawei on December 19, 2007, 06:25:35 PM
Maybe I should have included the entire guide, and not just the DI part :P If I need to I will though.

Anyway, a tech is basically pressing L or R 20 frames before you hit the ground. If you hit L/R (I will say L as that is what I use) before you hit the ground, but no direction, you will do a standing tech, where you instantly stand up with no lag (you also have a few invincibility frames if I remember correctly). Now, if you press L and hold the control stick left or right, you will do a rolling tech, in which you will do something much like the shield-roll, though without the lag.
    If you want to tech though, you can't just mash the L button. The tech input is "set" in the game for 20 frames, but once those 20 frames are up, you have to wait a entire 40 frames (for those of you who don't know, A frame is 1/60 of a second) before you can tech again.
      There are other types of techs, celling techs and wall techs, which are done the same way as a tech on the ground, though they stop all momentum right there, so you will fall down (unless you walltech>walljump).
That sounds VERY useful!

If I were to get hit in a techable situation, exactly WHERE should press L?
It doesn't matter where you press L, it just has to be within 20 frames of hitting the ground/wall/celling.

DededeCloneChris

Quote from: Dawei on December 19, 2007, 07:09:44 PM
Quote from: Shujinco on December 19, 2007, 06:31:06 PM
Quote from: Dawei on December 19, 2007, 06:25:35 PM
Maybe I should have included the entire guide, and not just the DI part :P If I need to I will though.

Anyway, a tech is basically pressing L or R 20 frames before you hit the ground. If you hit L/R (I will say L as that is what I use) before you hit the ground, but no direction, you will do a standing tech, where you instantly stand up with no lag (you also have a few invincibility frames if I remember correctly). Now, if you press L and hold the control stick left or right, you will do a rolling tech, in which you will do something much like the shield-roll, though without the lag.
    If you want to tech though, you can't just mash the L button. The tech input is "set" in the game for 20 frames, but once those 20 frames are up, you have to wait a entire 40 frames (for those of you who don't know, A frame is 1/60 of a second) before you can tech again.
      There are other types of techs, celling techs and wall techs, which are done the same way as a tech on the ground, though they stop all momentum right there, so you will fall down (unless you walltech>walljump).
That sounds VERY useful!

If I were to get hit in a techable situation, exactly WHERE should press L?
It doesn't matter where you press L, it just has to be within 20 seconds of hitting the ground/wall/celling.
THE COOKING MASTER HAS TALKED. :D