so pretty much for optimal survival horizontal: opposite direction vertical: left or right for more horizontal instead of upwards diagonal: down and sometimes away
@5000000 IQ if you figured out the answer pls tell me too. I’m still wondering whether I should be holding into the stage or downwards. Also does mashing any buttons like jump help shorten the knock back at all? Appreciate anyone giving me an answer
Extasse to my knowledge mashing doesn’t do anything to help. As for the DI, you’ll have to test it yourself in training mode. Set yourself to 100% or something and set the cpu to forward smash. Then do both DI options to see which works better.
just hit this dude with the spiciest subscribe into bell combo so hard that no amount of DI will save him from tasting his sweet demise beyond the blast zone
@Shane Berry new to competitive can mean they're starting to watch more tourneys and learning advanced techniques. Also there's still people out there that know of DI but don't understand it fully.
@Shane Berry Being into competitive smash doesn't nessecarily mean you're a competitor. For all we know OPs friend could just be interested in watching comp smash but doesn't know the techniques behind it yet.
With over a thousand hours in ultimate and tons of competitive play I still learned a ton from this video. Thank you for explaining how confusing SDI is
Wow I finally understand everything about DI and I'm a "mid level" player. The people in my scene weren't quite intuitive when trying to explain multiple times
Great video, very informative. Only nitpick is that afaik, LSI and Vectoring is actually not the same. LSI increases or decreases your knockback speed if the stick is being held up or down. Vectoring increases or decreases your knockback if the stick is being held in the launch-direction or in the direction opposite to it. Both don't work on vertical angles, but Vectoring has been in since Smash4 and is the sole reason we hold the stick towards the stage when getting launched to the side.
@@airbear6028 Yes you can stll vector horizonal knockback. That's why we hold towards the stage when launched sideways. We don't hold towards a direction which would change our angle, so it's no DI, and we are hlding neither down nor up, so it's no LSI.
to summarize... di to ground or midair away from opponents when comboed diagonal launch- go downwards and away from the opponent horizontal launch- go to the opposite direction where you're launched upward launch- go the the same direction where you're being knocked back you can adjust where to be launched during hitlag by turning back and forth to where you want to be launched
Even playing Smash Bros since Brawl a DI video still gives me information that I didn't know before. I have been doing things wrong in some cases. Great video
LSI doesn‘t directly increase/decrease knockback, it just influences your launch speed (as the name suggests) which will then lead to you getting launched farther or less far
It doesnt directly effect it, but indirectly it does. If you're going to be hit for 3 seconds and you're moving slowly then you wont go as far as if you were moving fast
@Derion DePriest I disagree. I think you've made a mistake in centering your channel about gacha but I havent said anything to you so you dont have to be mean to him
Thank you so much for being straightforward and to the point. Most youtubers love wasting my time with drawn out intros and over explaining simple concepts or telling me all about how I NEED to subscribe and ring the bell
You know. I don't think I'm anywhere close to pro level in Smash, but I do like to consider myself at least slightly above average. As such, I didn't really think I'd learn much from this video. That being said, I had no idea there was such a thing as launch speed influence. I've literally *never* heard of LSI. So I guess you learn something new every day. In my case, I learned that I'm hot garbage.
Thanks for this video I never really understood SDI I would always wonder how the pro players could get out of situation that I couldn’t whenever I’m watching vids lol
Rotate the left stick in circles and don't mash any buttons. It works a lot better than mashing and helps me get out of being grounded, dk cargo carry, and shield breaks. Give it a shot!
I am confused, what is the proper DI and LSI if you get spiked. I've had this question for a really long time but no one has given me a good answer. This video had a section on getting knocked directly and what to do then, but didn't give any examples of what to do specifically when you get spiked.
It depends on what stage you're playing on. If you're getting spiked off stage majority of the time there isnt a DI that can save you. Maybe you can try to DI up but it's still not really gonna help. If the stage has walls your best bet is to DI towards the wall and try and tech the wall and come back that way
No DI or LSI will save you from a spike no matter what stage you are playing but there is a way to save yourself by using SDI to move yourself towards the stage (like the bottom or a wall) to tech it and then recover (obviously it won’t matter if your characters recovery is crap so keep that in mind)
Can you utilize both LSI and DI in the same launch? For example: if I get hit with ZSS's UpB, do I want to press down on the last frame of hitlag to reduce the launch distance and then hold down/away to survive with DI while I'm flying away? Assuming that down/away would grant me the most survivability in this scenario.
So when SDI’ing multihit moves, PK Fire specifically, is it effective to simply hold the stick up and away? Or do you have to mash it between two or three different directions to input the SDI?
actually you do NOT want to Di the opposite direction, but instead perpendicular so that you can aim for corner DI since the corner is farther from center stage than the wall blast zones.
Not since 3DS/Wii U. Those games changed how DI worked, leading to the silliness that Wario could pull off until it was changed *again* to the LSI/DI system.
Same, I used to just keep it in the direction once, and I also sort of don't like how they're all linked to the left stick in hitlag, like what if you want to SDI left and then DI right? Like you have only a few frames to do both if you want to do that...
Remember that the blast lines make a rectangle, even with the 'curved' ones like the Sonic Lost World and Mario Galaxy stages. For the most part, you want to be aiming yourself towards the corner of the screen to survive the longest, since that's usually the furthest distance from where most players try to fight from (center stage). Even at the edge, the corner is still going to be the greatest distance from your launch point. Remember also that these diagonal launch angles fall outside of the cones where LSI is ignored. Due to that and the fact that LSI and DI are both considered (being two different axes on a 2D plane), your best bet for surviving these kinds of kill moves (ZSS UpB facing right as an example) is: 1. When you know you're going to get hit, start wiggling your left stick in the down-right direction as quickly as possible. This will use SDI (I don't like that term, as it only adjusts your launch point... it should be called something more self-explanatory) to attempt to make the UpB drop you. 2. When the last hit connects, shift to holding down on the stick, and slightly left (since you can DI yourself into the No-LSI cones) to reduce your launch speed and alter the angle for your best chance at surviving.
@@budgetcoinhunter Yeah I see. Basically for diagonal moves you'd alway want to be DI-ing down and either slightly left or right, depending which suits best to aim for the corner of the screen.
@@budgetcoinhunter "shift to holding down on the stick, and slightly left (since you can DI yourself into the No-LSI cones)" - wait, what? Why would you hold opposite direction? And I don't understand the "you can DI into the no-LSI", since once you're launched, how would that help, it depends on the attack. Also, even if that supposedly works, why would you put yourself into the no-LSI? How can you "reduce your launch speed" if you can't use LSI?
Because it's only widely applicable in 64, Melee and Brawl. It was nerfed in Smash 4 and again in Ultimate so now it has very few practical applications.
It depends on which PK Fire. For Ness, since his is a multi-hit move, SDI away would be the best way to get out. (So wiggle the stick diagonally up and down, away from Ness) For Lucas, since his is a single hit that launches diagonally (more horizontal) away, you'll want to DI down and in. (So hold the stick down and towards Lucas)
No What it got nerfed so much that it dies in one hit. It also lost a lot of its priority and gets beat out by the dumb projectile characters. Rosalina got buffed but Luma is what used to make them good.
"For example PLAUTENA HAS A KILL CONFIRM" lol that tone change killed me.
2:23
so pretty much for optimal survival
horizontal:
opposite direction
vertical:
left or right for more horizontal instead of upwards
diagonal:
down and sometimes away
what do you mean by "sometimes away" ?
Sometimes inward too
Does Di down help better with horizontal?
@5000000 IQ if you figured out the answer pls tell me too. I’m still wondering whether I should be holding into the stage or downwards. Also does mashing any buttons like jump help shorten the knock back at all? Appreciate anyone giving me an answer
Extasse to my knowledge mashing doesn’t do anything to help. As for the DI, you’ll have to test it yourself in training mode. Set yourself to 100% or something and set the cpu to forward smash. Then do both DI options to see which works better.
I like this guy's voice , pls don't replace him ever
227 likes
Same
@@ihasissues7265 yeah cool
It doesn’t happen sorry
The guy's from the fortnite guides
just hit this dude with the spiciest subscribe into bell combo so hard that no amount of DI will save him from tasting his sweet demise beyond the blast zone
This helps a lot when it comes to trying to explain DI to a friend new to competitive smash bro’s. Thanks a ton!
@Shane Berry It could be that the friend wants to play Smash competitively but isn't at that point yet? Chill.
@Shane Berry new to competitive can mean they're starting to watch more tourneys and learning advanced techniques. Also there's still people out there that know of DI but don't understand it fully.
@Shane Berry Being into competitive smash doesn't nessecarily mean you're a competitor. For all we know OPs friend could just be interested in watching comp smash but doesn't know the techniques behind it yet.
Shane B he’s new to it what do you think?
@Shane B damn and I here I was winning tournaments without knowing what DI was... Guess it's not that important of a mechanic then.
This is hands down the best DI instructional video!!
1:53
Gets hit by DORIYAH
SURVIVES
Me:
*You just got VECTORED!!!!!*
Creepo_J I hate this
Thats me, causenIm committing crime with length of magnitude and direction OH YEA
Like from despicable me? Or lsi
Franky Savill ...
😐 comedy
With over a thousand hours in ultimate and tons of competitive play I still learned a ton from this video. Thank you for explaining how confusing SDI is
lol same
Hour 1300 according to switch and I agree
Finally, something clear.
Also a sad thought for ken mains..
When you fall out of his up b
I just got picked apart by a mario at my local today and this knowledge would’ve definitely helped me haha! Great video!
Mario is scary af
Remember Mario in Smash4? You wouldn't like to be next to him lol
Mario in ultimate keep getting higher in tiers
Wow I finally understand everything about DI and I'm a "mid level" player. The people in my scene weren't quite intuitive when trying to explain multiple times
Great video, very informative. Only nitpick is that afaik, LSI and Vectoring is actually not the same. LSI increases or decreases your knockback speed if the stick is being held up or down. Vectoring increases or decreases your knockback if the stick is being held in the launch-direction or in the direction opposite to it. Both don't work on vertical angles, but Vectoring has been in since Smash4 and is the sole reason we hold the stick towards the stage when getting launched to the side.
@@airbear6028 Yes you can stll vector horizonal knockback. That's why we hold towards the stage when launched sideways. We don't hold towards a direction which would change our angle, so it's no DI, and we are hlding neither down nor up, so it's no LSI.
Nice thanks, helps alot.
Anyone else jamming to random parts in this video that you shouldn't hear but kinda bop?
4:12
Awesome in depth DI guide. Very well made video.
to summarize...
di to ground or midair away from opponents when comboed
diagonal launch- go downwards and away from the opponent
horizontal launch- go to the opposite direction where you're launched
upward launch- go the the same direction where you're being knocked back
you can adjust where to be launched during hitlag by turning back and forth to where you want to be launched
Even playing Smash Bros since Brawl a DI video still gives me information that I didn't know before. I have been doing things wrong in some cases. Great video
SDI has always seemd like a bug to me in ultimate. It lets you drift out of combos, and it's hard to tell if it was a bug or an intentional maneuver.
LSI doesn‘t directly increase/decrease knockback, it just influences your launch speed (as the name suggests) which will then lead to you getting launched farther or less far
It doesnt directly effect it, but indirectly it does. If you're going to be hit for 3 seconds and you're moving slowly then you wont go as far as if you were moving fast
@Derion DePriest theres no need to be mean he just made a mistake
@Derion DePriest I disagree. I think you've made a mistake in centering your channel about gacha but I havent said anything to you so you dont have to be mean to him
Despacito Lord yeah of course it does effect launch distance indirectly but as you said that‘s moreso a side effect of the main mechanic behind it
Derion DePriest fuck off, dude.
Did anyone just get up and say HEY!
Let’s make Bayonetta players suffer even *more.*
:'(
doubt it, since they dont exist
(but really sakurai beat her into the dirt, feel bad for yall)
@@between_mistral_and_mahrinui now we only kill at 200
People are still that bad at DI that I can’t pull a 0 to death with Bayo
SDI against her was stronger in smash 4
Thank you so much for being straightforward and to the point. Most youtubers love wasting my time with drawn out intros and over explaining simple concepts or telling me all about how I NEED to subscribe and ring the bell
Thanks for telling me how to avoid that ridiculous Fox kill confirm at 3:04. I've always thought it was true...
Same... Escaping Fox combos is nearly impossible.
shut up
You know. I don't think I'm anywhere close to pro level in Smash, but I do like to consider myself at least slightly above average. As such, I didn't really think I'd learn much from this video. That being said, I had no idea there was such a thing as launch speed influence. I've literally *never* heard of LSI. So I guess you learn something new every day. In my case, I learned that I'm hot garbage.
I’m playing smash bros more often because of my coworkers and they’re some good opponents and this will for sure help out THANK YOU!
This is actually a really good explanation.
I used DI to escape the subscribe into bell combo
I used DI to escape the "I can't come up..." into "...with anything!" combo.
thanks ProGuides Super Smash Bros Ultimate Tips, this was really helpful for learning how to play Sonic Brawl on the Sega Genesis!
This video was very helpful. Thanks for the tips!
Perfect choice of character for demonstrating SDI.
I wish Save as Untitled would read his own scripts
This one wasn't done by him, we have a variety of amazing editors working on videos :)
ProGuides Super Smash Bros Ultimate Tips :)
Holy shit this is why i wish sakurai went back to the brawl/melee DI system, it was so much simpler and intuitive back then
#nobias
Oh wow, I didn't know what the difference was between DI and SDI, as well as how SDI worked!
Very helpful
Never hear anyone say LSI til this video.
It's usually just included/implied when people say something like "horrible/great DI"
Nice name Mr. PantyThief
He is now Superpantythief. Better hardware I guess
The beat and the voice : The perfect Match
Thanks for this video I never really understood SDI I would always wonder how the pro players could get out of situation that I couldn’t whenever I’m watching vids lol
This video has completed me elearning for today
I really wish Nintendo would teach this themselves. It's hard to get better at Smash without having to watch these videos to learn.
Cool so the way I've been doing is correct never really noticed a difference till I went to practice and watched
This beat though.... 😌🍷
Next can you teach me how to DI a thwack?
You dont
He kinda sounds like Sigint from MGS3
Also if your in a multihit jab combo, or other multi hit attack always run away from it. Pk fire is usually the attack that teaches you this.
So that’s why I kept getting killed early by up smashes. I always di directly DOWN. Thanks man!
That last line definitely got me confirmed subscribed
I feel like launch angle and the size and shape of the blast zones are the most important thing to learn with di
So many parts of this video almost sounded like a rap with the track in the background hahaha
Gracias
Bruh I was thinking the whole time was how far you can hit your opponent using your left stick instead of being the opponent flying...
This channel is underrated
Good video, as always. You definitely keep delivering
Didn't think I'd have to learn calculus to get better at smash...
Did they change DI since Melee? I remember in Melee, the best way to survive an attack that knocked you far horizontally was to hold up...
Yes, because now LSI exists, so you want to hold in the opposite direction that the attack's sending you.
This is useful
Awesome video, great information.
Wow so helpful.
“Smash bros is such a simple game, just knock them off the screen”
Yeaaaah oooookaaaay 🤣
Love listening to Keitaro's voice.
Thx a lot for this video! Im kinda bad so this will help me alot
This was exactly what i was looking for
This hurt Bayonetta player even more
As a bayo main, can confirm this
Good
ChickensofDeath : (
Who gives a damn lmfaoo
Good now you actually have to learn to play bayo
“I” was always “Input” for me and my friends 🤔
Been playing Smash since brawl and never properly knew about these mechanics. I feel old and uncultured lol
Straight up I’m tryna get better at smash so I’m writing notes 📝
Please show how to mash out of grabs the most effective way.
Mash harder
Play mario party
Rotate the left stick in circles and don't mash any buttons. It works a lot better than mashing and helps me get out of being grounded, dk cargo carry, and shield breaks. Give it a shot!
Believe in the heart of the cards
German Leal mashing buttons is far faster. I've seen many comparisons
I am confused, what is the proper DI and LSI if you get spiked. I've had this question for a really long time but no one has given me a good answer. This video had a section on getting knocked directly and what to do then, but didn't give any examples of what to do specifically when you get spiked.
It depends on what stage you're playing on. If you're getting spiked off stage majority of the time there isnt a DI that can save you. Maybe you can try to DI up but it's still not really gonna help. If the stage has walls your best bet is to DI towards the wall and try and tech the wall and come back that way
No DI or LSI will save you from a spike no matter what stage you are playing but there is a way to save yourself by using SDI to move yourself towards the stage (like the bottom or a wall) to tech it and then recover (obviously it won’t matter if your characters recovery is crap so keep that in mind)
Kazuya 10 hit combo brought me here 😂
I only watched this video to learn these terms. i just called em 'moving out the way'
But ngl these terms are kooler
This guide is amazing!
I just started playing online an was getting my ass handed to me all the time. This video has helped A LOT.
Same here, I just assumed holding down when getting launched upward was optimal for a year now.
Hitting that sub button was the hardest combo to perform shit
Thank you
Can I use the SDI to escape palutena's nair? Or to escape Chrom or Ike up b?
Don’t think so
Can you utilize both LSI and DI in the same launch?
For example: if I get hit with ZSS's UpB, do I want to press down on the last frame of hitlag to reduce the launch distance and then hold down/away to survive with DI while I'm flying away? Assuming that down/away would grant me the most survivability in this scenario.
just hold diagonally
Wow I have really been doing it wrong this entire time 😂
great video, keep it up!
So when SDI’ing multihit moves, PK Fire specifically, is it effective to simply hold the stick up and away? Or do you have to mash it between two or three different directions to input the SDI?
Mash
What happens if you hold in between two directions
actually you do NOT want to Di the opposite direction, but instead perpendicular so that you can aim for corner DI since the corner is farther from center stage than the wall blast zones.
Not since 3DS/Wii U. Those games changed how DI worked, leading to the silliness that Wario could pull off until it was changed *again* to the LSI/DI system.
Whoops, I've been doing SDI wrong this whole time
Same, I used to just keep it in the direction once, and I also sort of don't like how they're all linked to the left stick in hitlag, like what if you want to SDI left and then DI right? Like you have only a few frames to do both if you want to do that...
Great video
Funny that I know all of this without getting into all the acronyms by just playing.
I'm literally watching this only coz my friend survived to a Incineroar's side B WITH REVENGE at 140%, with the timing and stuff
How do you wall jump?
Turn left stick to the opposite direction from the wall
For diagonally knockback though, doesn't holding straight down gives us a worse trajectory ?
Remember that the blast lines make a rectangle, even with the 'curved' ones like the Sonic Lost World and Mario Galaxy stages. For the most part, you want to be aiming yourself towards the corner of the screen to survive the longest, since that's usually the furthest distance from where most players try to fight from (center stage). Even at the edge, the corner is still going to be the greatest distance from your launch point.
Remember also that these diagonal launch angles fall outside of the cones where LSI is ignored.
Due to that and the fact that LSI and DI are both considered (being two different axes on a 2D plane), your best bet for surviving these kinds of kill moves (ZSS UpB facing right as an example) is:
1. When you know you're going to get hit, start wiggling your left stick in the down-right direction as quickly as possible. This will use SDI (I don't like that term, as it only adjusts your launch point... it should be called something more self-explanatory) to attempt to make the UpB drop you.
2. When the last hit connects, shift to holding down on the stick, and slightly left (since you can DI yourself into the No-LSI cones) to reduce your launch speed and alter the angle for your best chance at surviving.
@@budgetcoinhunter Yeah I see.
Basically for diagonal moves you'd alway want to be DI-ing down and either slightly left or right, depending which suits best to aim for the corner of the screen.
@@budgetcoinhunter "shift to holding down on the stick, and slightly left (since you can DI yourself into the No-LSI cones)" - wait, what? Why would you hold opposite direction? And I don't understand the "you can DI into the no-LSI", since once you're launched, how would that help, it depends on the attack. Also, even if that supposedly works, why would you put yourself into the no-LSI? How can you "reduce your launch speed" if you can't use LSI?
I came to learn how to get out of Bayonetta’s combo
Why did SDI get so little attention? Felt like it was talked about for 30 seconds
Because it's only widely applicable in 64, Melee and Brawl. It was nerfed in Smash 4 and again in Ultimate so now it has very few practical applications.
PJiggles took me here!
This guy sounds like Three Dog from Fallout 3 lol
What’s the best way to Sdi with a pro controller?
Byleth: Exists
Donkey Kong mains: FURIOUS NOTE TAKING
You just made me a better character
This video im pretty sure just saved me (a pika main) from every bayo in existence
So I'm hearing multiple things about DI to escape PK Fire spam.. what's the best way to get out?
It depends on which PK Fire.
For Ness, since his is a multi-hit move, SDI away would be the best way to get out. (So wiggle the stick diagonally up and down, away from Ness)
For Lucas, since his is a single hit that launches diagonally (more horizontal) away, you'll want to DI down and in. (So hold the stick down and towards Lucas)
Just hold up and out, sdi is actually worse for you in this case
So I was surviving more when I held in when launched... i thought that was just a noob thing when i stopped doing it
I don’t know how to DI :( I only know how to DUI
subscribe into bell notification hahahahhahaha, actually i should be clicking that bell
Just hold the stick to the opposite direction you're being sent flying to lol
Thats di there is much more than that
only if you're launched horizontally...
When you Di, can you just hold the stick in the opposite direction when getting combed or do you have to repress it every time?
Just avoid getting hit in the first place and you should be good, right?
Samuel Daswani isai
:'((((((( rip bayonetta
And Luma
@@opheliavalentine6058 wait i dont know the character that much so may i ask why
No What it got nerfed so much that it dies in one hit. It also lost a lot of its priority and gets beat out by the dumb projectile characters. Rosalina got buffed but Luma is what used to make them good.
@@opheliavalentine6058 why does sdi lsi and di hurt luma though
@@fridakahlosdischarge6523 it doesnt