It’s a special tech only few players use (including him). You move the whole controller with your finger on the stick for SDI instead of wiggling the stick. It’s very effective.
@@MultiAsdasad I think he meant "it's all they've got" in terms of survivability in 64, because hitstun is a lot higher and players need a lot of sdi to escape combos
This is great. You can see another burst of sdi inputs in the near identical situation where he lands back on the opposite side of the stage after the first sdi, even though he doesn't get hit that time. Impossible to notice without the input display
I think it's the only reason he got a full hop backair right there, it was the result of the SDI inputs and the ASDI right, which is also a fascinating option-select that's worth noting.
One of the cooler things I've noticed is that n0ne immediately adapted when they went to the other side of stage. They were in the same exact scenario on the opposite ledge and n0ne just gave up on trying to knee wizzrobe and went for a non SDIable command grab Up Special instead, rightly so because the controller input display showed wizzy was going to fucking do it again LMAO.
The .slp file is up on slippi.gg, under Tournaments -> Smash Summit 10 Online (Browse all games) -> matches 51-75 (the Falcon ditto, specifically the final game on Pokemon).
@@CaptainClipperOfficial thanks so much! I knew they released the Summit 11 files but didn’t know about summit 10! This video is exactly what I’ve been waiting to see. New sub 😎👊🏻
@@Invictus_Mithra For sure. You need m'overlay, the replay, and slippi launcher. Once you have the replay open in slippi launcher (which you can do by just double clicking on the replay file), you go into m'overlay, press the escape key (which brings up an options menu), and switch the setting in the top right from "Rollback/Netplay" to "Replay/Mirror." To get the inputs of a specific player, scroll the mouse wheel after exiting that menu with escape until you get to their port, which shows in the bottom left.
Wiggle Stick SDI is the modern day shield drop. Only other player I've seen do it was LSD at Summit. It's not even all that hard. If people can learn to switch between claw and not claw, they can wiggle stick. Impossible on the b0xx btw
But you can just do little rudiments with your fingers if you want to do it on a box, much easier to mash directions on buttons than to wiggle the controller. It’s just easier to wiggle a controller than to wiggle the stick:
btw he does the smash64 sdi where he pushes the stick in the direction then shakes with his right hand. although im sure he has cracked out normal sdi too but i dont think you can humanly get that much distance with regular sdi.
I spent too much time looking at the controls it took me way too long to notice that at :08 he got sent BACKWARDS and then went flying in the direction he was supposed to :'D I love how jank melee is lmao
@@Ban-zx9se getting sent backwards for a few frames was the whole point of the stick mashing lol, had it not been for that, the knee would've had enough knockback to kill from that position. the guy you replied to is talking about SDI, which had its effectiveness nerfed to oblivion in smash 4 and ultimate. unfortunate because it's such a cool mechanic
@@Ban-zx9se DI allows you to slightly control which direction you're being hit, hence DI = Directional Influence. Every hit puts you in a sort of hit stun freeze state when you get hit by them, to kinda make a dramatic pause effect, especially when you get hit by a really strong move. During this hit stun, if you input a direction (with the requisite of passing a gate notch on the gamecube controller, one of the little corners of the octagon) every time a frame passes, you will move very slightly in that direction. Thus, since wizzy wiggled the FUCK out of the stick over one of the leftward notches when he knew he was about to get hit by knee, he just Smash DI'd the stick into oblivion to position himself a little further to the left than where the knee would normally send him. It's such a cool mechanic that adds layers to the game, basically making it so you have to play the game and think about what to do even while getting hit, which is normally just a done deal you're hit and you have to like it. It was definitely an intended mechanic to make Smash more of a dynamic fighting game, however it was probably NOT meant for the way that we use it today which is wizzrobe's giga DI of like 5 SDI inputs a second. Compare this to Ultimate or Smash 4, where your only option is to get hit and die, there is no further game to be played. But with Melee, you have options. Wizzy DI'd to the left to get him closer to the opposite ledge much faster once actionable, or he could have DI'd upwards so that he wouldn't get sent as far to the right and give himself recovery mixup options, or he could have even DI'd into the ground and buffered a tech to amsah tech the knee, another viable option to survive n0ne's knee coming his way.
it has to be input during early frames of hit stun it's one of those things where you have to predict what you're getting hit with, then delay your input until the move actually connects
@@IcebergSSBU Sdi is considerably limited in Ultimate. It’s not buffered generally speaking. However, you’re only allowed to make an sdi input every 4 frames. If the sdi input doesn’t land in that frame, it gets buffered to the next 4th frame. You also move very little with sdi now. Except with multi hit moves. Sdi is largely useless in Ultimate, except there’s a multiplier that makes it so sdi gets stronger the more hits in a row there are.
Doesn't SDI move you in the direction you SDI? It was a normal knee, and he SDI'ed left, but moved right? I mean if Shiek wants to double jab you you can SDI down to move down, you don't do up to move down?...
What do you mean? SDI doesn't change what direction the move launches you. He gets launched to the right because he gets hit by a normal knee, but he SDIs left to get as much distance as possible before getting launched.
why did he fly right if the sdi was to the left on what looked like a reverse knee? I always thought he had done so much sdi on the reverse knee that it sent him the opposite direction.
Bruh man hit like 5 sdi inputs in a second that's wild
1/4 of a second*
He hit 4 i would say
@@timarschmalz1229 I believe it’s 4 in 11 frames or something which is INSANE
It’s a special tech only few players use (including him).
You move the whole controller with your finger on the stick for SDI instead of wiggling the stick. It’s very effective.
All the 64 players wank sdi bc its all they've got. Melee players haven't gotten around to it yet but it might become more common later
well wizzy competed in 64 so it makes sense he learned it.
Dang you didn't have to do the 64 players like that homie
@@MultiAsdasad I think he meant "it's all they've got" in terms of survivability in 64, because hitstun is a lot higher and players need a lot of sdi to escape combos
Wank SDI
Wizzy must burn through controllers lol
This is great. You can see another burst of sdi inputs in the near identical situation where he lands back on the opposite side of the stage after the first sdi, even though he doesn't get hit that time. Impossible to notice without the input display
I think it's the only reason he got a full hop backair right there, it was the result of the SDI inputs and the ASDI right, which is also a fascinating option-select that's worth noting.
looking at the input display, i can now accept that what wizzy did was not impossible. but that doesn't make it any less impressive though. god damn
One of the cooler things I've noticed is that n0ne immediately adapted when they went to the other side of stage. They were in the same exact scenario on the opposite ledge and n0ne just gave up on trying to knee wizzrobe and went for a non SDIable command grab Up Special instead, rightly so because the controller input display showed wizzy was going to fucking do it again LMAO.
It's so crazy wizzy does a double jump bair at 0:11 just from inputting the crazy SDI, but recovers perfectly and stomps n0ne
HE WAS GONNA DO IT AGAIN?!?!?!?
TAS | Wizzrobe
wanted to see the inputs, cool! subbed
Wizzy busting out the Doom sdi in bracket
Anyone else hear Vish yelling "WHAAAT?!"
Did you recreate the inputs or did they release the slippi file for this match?
The .slp file is up on slippi.gg, under Tournaments -> Smash Summit 10 Online (Browse all games) -> matches 51-75 (the Falcon ditto, specifically the final game on Pokemon).
@@CaptainClipperOfficial thanks so much! I knew they released the Summit 11 files but didn’t know about summit 10! This video is exactly what I’ve been waiting to see. New sub 😎👊🏻
@@CaptainClipperOfficial Could you please tell me how you get inputs to display for other people's replays? Thank you!
@@Invictus_Mithra For sure. You need m'overlay, the replay, and slippi launcher. Once you have the replay open in slippi launcher (which you can do by just double clicking on the replay file), you go into m'overlay, press the escape key (which brings up an options menu), and switch the setting in the top right from "Rollback/Netplay" to "Replay/Mirror." To get the inputs of a specific player, scroll the mouse wheel after exiting that menu with escape until you get to their port, which shows in the bottom left.
this is such a great example because this SDI is the only reason he reached ledge in time to turn the stock around
Good lord.. he almost went off-camera.
Wiggle Stick SDI is the modern day shield drop. Only other player I've seen do it was LSD at Summit. It's not even all that hard. If people can learn to switch between claw and not claw, they can wiggle stick. Impossible on the b0xx btw
But you can just do little rudiments with your fingers if you want to do it on a box, much easier to mash directions on buttons than to wiggle the controller. It’s just easier to wiggle a controller than to wiggle the stick:
Don’t talk bad about the Boxx or hax will make a video about you.
Plup has been known to claw switch, I think he does the shnasty DI from time to time.
speed 0.25 0:07
my guy has the strongest left thumb known to man
btw he does the smash64 sdi where he pushes the stick in the direction then shakes with his right hand. although im sure he has cracked out normal sdi too but i dont think you can humanly get that much distance with regular sdi.
holy fuck thats insane
Insanity
WHAAAAAT!?
I spent too much time looking at the controls it took me way too long to notice that at :08 he got sent BACKWARDS and then went flying in the direction he was supposed to :'D I love how jank melee is lmao
thats not jank, its an intended and now nerfed feature
Crouch cancelling? And just because it's intended doesn't mean it isn't jank lol
@@Ban-zx9se getting sent backwards for a few frames was the whole point of the stick mashing lol, had it not been for that, the knee would've had enough knockback to kill from that position. the guy you replied to is talking about SDI, which had its effectiveness nerfed to oblivion in smash 4 and ultimate. unfortunate because it's such a cool mechanic
Ahhhh that makes a lot more sense. Thank you!
@@Ban-zx9se DI allows you to slightly control which direction you're being hit, hence DI = Directional Influence. Every hit puts you in a sort of hit stun freeze state when you get hit by them, to kinda make a dramatic pause effect, especially when you get hit by a really strong move. During this hit stun, if you input a direction (with the requisite of passing a gate notch on the gamecube controller, one of the little corners of the octagon) every time a frame passes, you will move very slightly in that direction. Thus, since wizzy wiggled the FUCK out of the stick over one of the leftward notches when he knew he was about to get hit by knee, he just Smash DI'd the stick into oblivion to position himself a little further to the left than where the knee would normally send him. It's such a cool mechanic that adds layers to the game, basically making it so you have to play the game and think about what to do even while getting hit, which is normally just a done deal you're hit and you have to like it. It was definitely an intended mechanic to make Smash more of a dynamic fighting game, however it was probably NOT meant for the way that we use it today which is wizzrobe's giga DI of like 5 SDI inputs a second.
Compare this to Ultimate or Smash 4, where your only option is to get hit and die, there is no further game to be played. But with Melee, you have options. Wizzy DI'd to the left to get him closer to the opposite ledge much faster once actionable, or he could have DI'd upwards so that he wouldn't get sent as far to the right and give himself recovery mixup options, or he could have even DI'd into the ground and buffered a tech to amsah tech the knee, another viable option to survive n0ne's knee coming his way.
Melee looking like ultimate
I got a question. That’s supposed to be a reverse knee or a normal knee? I’m confused on wish direction you have to sdi
n0ne hit wizzy with a normal knee in this clip
@@Jd-xv4bo ohh I guess none did that as a di mixup. Thanks!
Can you input sdi early like normal di, or do you have to time sdi perfect right when you get hit?
it has to be input during early frames of hit stun it's one of those things where you have to predict what you're getting hit with, then delay your input until the move actually connects
So for all intents and purposes, yes, you basically have to hit it the exact moment you get hit. It’s not buffered.
@@shoyupacket5572 okay thanks for the info!
@@ClassicBentobox thank you! Do you know if it works this way in both ultimate and melee? I play both games
@@IcebergSSBU
Sdi is considerably limited in Ultimate. It’s not buffered generally speaking. However, you’re only allowed to make an sdi input every 4 frames. If the sdi input doesn’t land in that frame, it gets buffered to the next 4th frame.
You also move very little with sdi now. Except with multi hit moves. Sdi is largely useless in Ultimate, except there’s a multiplier that makes it so sdi gets stronger the more hits in a row there are.
1 person can't SDI
Doesn't SDI move you in the direction you SDI? It was a normal knee, and he SDI'ed left, but moved right?
I mean if Shiek wants to double jab you you can SDI down to move down, you don't do up to move down?...
What do you mean? SDI doesn't change what direction the move launches you. He gets launched to the right because he gets hit by a normal knee, but he SDIs left to get as much distance as possible before getting launched.
why did he fly right if the sdi was to the left on what looked like a reverse knee? I always thought he had done so much sdi on the reverse knee that it sent him the opposite direction.
Sdi doesn't affect which direction you get launched
loool what is this clown doing
11th