@@IGamingStation That's how it works on every previous title but 4. A lot of people made the adjustment then, but if you're coming into this game from any other version of Smash that muscle memory needs to be rebuilt starting now.
@@Tselel i started by only playing 4 and have always been di'ng upwards on horizontal because i was always told to go towards the corner. This video was mind blowing to me
As a long time Smash player, I often find these types of videos to be confusing and hard to understand. Not the case with this video. Points where vocalized very clearly, use of the in-game tools available to help demonstrate how launch movement works was done beautifully. Using on screen inputs of the GameCube Controller to help illustrate points is super helpful to new players trying to learn the GC controller. Thank you very much for this insightful video. Definitely looking forward to seeing more of this high quality work!
Of course Libre is a girl, we've known that since Pokken. The heart shape on a Pikachu's tail indicates it's a female. Also, if you to a shorthop and pause, there's a very obvious camel toe/vagina that was modeled for some reason: cdn.discordapp.com/attachments/296493351275069440/522272020713439232/JPEG_20181211_234120.jpg
Marlon Oswald I was doing the method of trying to angle my direction towards the corner of the blastzone rather than just holding the opposite direction.
Thank you so much for this video! I remember watching Smash 4s videos on DI and getting confused. This makes perfect sense, and I REALLY appreciate the recap at the end of the video!
Been using DI since N64 without knowing all the why's. It just made sense and realized it helped me survive better. However, I only used it for the horizontal launches. Thank you for explaining that we can actually do something about the vertical ones.
I'm learning smash after being a tekken player for awhile. There is definitely more to smash than I expected but people told me it was like learning rocket science. After doing some research it really isn't that complicated just different. I could say the technical terms about tekken (chickening , kbd, button buffer, fuzzy guard, otg, just frames, and ws/wr to name a few). It all comes down to knowing and understanding the lingo. Once the vocab is out of the way you can start putting the words together in a coherent way to actually start learning then BOOM! You graduate from beginner that just mashes to intermediate player that plays with purpose. I love fighting game.
Those people saying it was like rocket science were most likely talking about melee. It's a much more complex game than any other smash but Ultimate is taking steps back in the right direction after being catered to a casual audience for years.
This channel is my go-to for new techs or tricks for being a better smash player - thanks for all the hard work you and your associates do for these videos. Love what you guys do.
I finally know whether or not to hold toward the stage. Melee and smash 4 DI are different and i didnt know which one Ultimate was like. So its more like smash 4 where holding toward center stage to slow your momentum
Launched up/right: right + slightly down Launched up/left: left & slightly down Strictly left: right Strictly right: left The difference between up/right and strictly right is which blast zone you're about to hit.
Good tutorial! I only knew about DI and SDI but LSI was an unknown factor for me. Was actually easy to understand! Keep it up like this guys ^^ And stay beefy!
If you're going directly to the corner, then yes, but that's improbable. You're going to die for touching either the top of the side blastzone, so adjust accordingly. But, yes, strong 45° diagonal knockback leaves you with few options.
Excellent video, ive been searching high and low for some general smash strat/tutorial videos. Plenty of character specific ones, but I’m honestly in more need of these. Subbed!
amazing tutorial on how to DI and why it works. definitely the most simple vid there is. i improved my recovery a lot after watching this. thank you so much.
Lsi as a concept is inaccurate. Holding up or down changes your y-component but leaves your x-component unchanged. So horizontally it won’t change when you die. The reason why “launch speed increases” is because since the y-component increases, there is more distance to travel, but ultimate’s “balloon knockback” mechanic makes it so that your character needs to reach the end of the launch at a certain time. Basically, more v=d/t, the more distance the higher velocity. Introducing LSI is useless, because influencing it does not help your survivability. You should have just mentioned that holding up or down changes the y-component instead of confusing people. Nevertheless I love your content, I appreciate what you guys are doing, and please correct me if I’m wrong.
so he kind of explained it wrong but his application is still correct... if your launched upwards at an angle you should still DI side + slightly down. to go towards the corners + reduce your y component. right? in that case it doesnt affect your survivability horizontally but it still does vertically...
@@Dmahmoud17 Yes, but he also said you should refrain from using LSI for horizontal Knockback, when in reality it doesn't matter, and even may improve your position if you have a poor recovery. That said BSD are still sort of right because if you hold up and towards the stage you don't get the maximum possible input towards the stage because of the Stick geometry. The problems with the explanations were largely because they stopped themselves from elaborating on it to keep the video light, which is good for people who just want to play the game rather than do math I guess.
So it turns out that you *do* fly farther horizontally with holding up, and less far with holding down if you don't press anything and let yourself fall to the ground. However, because of a mixture of balloon Knockback and Hitstun being on a fixed timer, you will be able to jump out of KB at precisely the same X coordinate regardless of whether you pressed up or down. This explains why the example with Shulk in Training mode looked so weird, because they didn't buffer jump.
No wonder I've been dying so early. I've been trying to DI perpendicular like Melee and PM. Edit: Can you still wiggle the stick to get out of the falling animation in this game?
5:57 but can i use DI and LSI at the same time if i push the stick down and forward? (south west) I would be slowing down my launch speed while still DI-ing in
Pressing down at all will change your angle, making you die sooner. Although it slows down your launch speed, I don't know if that will compensate for the worse angle. Maybe there is a balance that can be struck. I think they're making the point that DI affects launch distance more than LSI (maybe?). That may not be true, but thats what I took away from the video.
@@Dadzie498 It still dis you into a more horizonal angle which more than offsets the benefits you get from LSI. All LSI really does is make the normally optimal DI methods less optimal, because they'd require you to hold up.
There's also hurtbox shifting, which when combined with DI and a second jump, increase your survivability. Say you get knocked horizontally as Snake. If you jump and upair, Snake's hurtbox becomes vertical, lessening the chance that a part of his hurtbox will touch the blast zone.
In fact, if ultimate is the same as melee in this regard, which im sure it is, you can't actually DI after knockback has started. You need to DI during the hitlag from the move, or before you get hit in the first place. As soon as knockback starts the game checks your stick position and uses that to determine your entire trajectory up until the point that stun ends. I don't have ultimate to test whether or not any change in trajectory is applied during knockback, but you can test this by looking at the trajectory lines in training mode and seeing if they change after you get hit.
Thanks for the video! I've always just held down and back toward center stage, it had never occured to me that I should aim for corners to survive longer!
When I get launched horizontally why not hold to the left and down at the same time? How does LSI work when I get launched downward? Does DI down increases the speed I hit the ground or lower it?
Not always, the "best" direction to di will change depending on the move. On a weak knockback move that sends horizontally, Di'ing in will give them follow ups. So you want to Di out moves that would otherwise cause you to be combo'd, and Di in moves that would otherwise kill you. Sometimes It's better to DI out strong moves at low percents just to be in a more advantageous position. It all depends on context, experiment.
ThiroSmash i dont understand why everyone on here including the actual video cant just simply say the answer we all came here for without twenty extra info and rules n stipulations
As someone new to more advanced techniques in this game, oh man, this was an INCREDIBLY useful video. Thanks ever so much and keep up the awesome content!
@@corvax8644 Just think of them as being like a throw or something. You got hit, this is what this move does, accept your fate, watch the animation happen, and di out of their follow up.
Thank you for the explaination about this! I've played Smash 4 for 4 years without understanding why I should use an horizontal direction for a horizontal knockback! My Smash Corner only said what to do, but not why! And I thought Up + Horizontal direction for a horizontal knockback would be optimal! I think DI is stronger in this game, because I can really see the differences between angles!
I'm pretty sure it just makes it easier to DI optimally, you mainly have to just move control stick left or right and sometimes down, compared to normal DI, where you would have to do parallel to the launch direction, which makes sense when you think of how DI works, but is less intuitive. Sounds like a wonky rework to me and if Nintendo wanted new people to DI better they could have just added good tutorials like RoA. Might be missing a better reason, but this is my assumption.
I think it depends on the situation. If you are just trying to survive a lethal hit, it isn't going to help. However, for non-lethal hits, it would allow you to control how far away you go away from your opponent and stage.
CCuppy Smash 4's (and by extension, Ultimate's) DI is a totally fucked system because it combined 2 totally different forms of DI. Early in Smash 4, DI was totally reworked from changing your launch angle (like in Melee/Brawl) to actually increasing/decreasing the distance launched by holding away from or in to the launch vector. This "vectoring" mechanic allowed people to live until very high percents and a lot of people complained, so it was patched out - For the Y axis. The X axis still used vectoring in Smash 4, but the Y axis used the old form of DI, and that seems to be what Ultimate is doing as well, except for some reason crouch canceling was re-added. For everything Smash has gotten right, every game (except maybe 64, I've played like 3 matches ever of 64) they come up with something new and unique to fuck up DI, a mechanic that should be one of the simplest and easiest to understand.
@CCuppy no its not difficult, but its unnecessarily complex the old DI system was a single rule: the direction you push your stick influences your trajectory - simple and makes intuitive sense the new DI with two different systems that, when working together, makes the input you should be inputting less immediately obvious, was an unnecessary change imo
@@angolin9352 neither of these things have anything to do with the DI system itself tho i agree both of those things were problematic (melee crouch cancelling is a biiit too strong), but the DI system used in both of those games are ultimately independent of them
That JIggs bot is deadass Hungrybox with those rest followups. And they dash dance and have ass wave land from personal experience (level 9s at least). At least I can't get rusty from playing against bots if I have to legit sweat bullets to even have a chance at them. When I get the chance, I would like to bring my Amiibos over to Ultimate, but laziness, and also I'm probably not ready for that insanity yet! Those Amiibos are gonna be something else I bet!
Saintly Halo you request a one vs one and you two other people that requested one vs one and one person that requested free for all get put in a free for all.
As a casual who never goes online (for reasons other than Taunt Parties),this might help me when I decide to do "real matches" online! Thank you for this video!
idk why i am watching this i feel like i should just quit the game because i suck and i will never ever get better no matter how hard i try because im a useless human being and too emotional for this stupid game
kyvrna when i played sm4sh for the first time i felt the same way but then i said to myself that there is a smash bros legend that could do everything like combo’s, perfect shielding and stuff(idk why i thought that xD). then i began to practice with level 9 coputers i lost most of my matches against level 9 cpu( i only won because they went of stage and i spiked them)but i became better and better and eventually won almost all the matches. then i started to practice against two level 9 cpu and when i got the hang of it i survived longer and longer and eventually beat them then i played in for glory( some people sucked but i mostly got god tier players)i lost a bunch but then i learned how other people play smash and tried to counterattack them and then i saw that the training i did helped me so much that i could compete a bit with the god tier players that can two stock you. so what i’m saying is that you have to practice alot and never say that you’re never going to be good at smash(same thing in real life).🙂
As a casual Smash veteran (I realize how oxymoronic that sounds), I think you nailed it as far as explaining DI in the most straightforward way possible.
Got any questions? Ask us live on www.twitch.tv/beefysmashdoods/
I will!
Make a video explaining the Buffer System
Beefy Smash Doods can you guys talk about the control scheme like is it better to use low speed or high speed for stick flicks
Is sdi still a thing?
What is that intro music!?
Sakurai: Smash is a party game
*programs super complex and mathematical ways to avoid dying, so if mastered you can become a god at said party game*
I know people will argue with that lmao
it's literally just pushing in the direction you want to go, it's more a superstition that actually works than a complex tech
@@grey8478 You're kidding, right?
@@MintyPolaroid no
@@grey8478 its not a superstition, its programmed into the game. And with it is basic math: change angle = longer distance to travel.
I've successfully DIed a few times.
*Wait a minute*
xXBlackKZoruaXx RIP
Me too. Thats why i am watching this video lol hahaha
And that's why i use an apostrophe
I've been holding up for horizontal knockback for almost 20 years. This is gonna be hard to get used to.
Why would you hold up? Just curious, not judging or being rude.
@@IGamingStation That's how it works on every previous title but 4. A lot of people made the adjustment then, but if you're coming into this game from any other version of Smash that muscle memory needs to be rebuilt starting now.
@@Tselel i started by only playing 4 and have always been di'ng upwards on horizontal because i was always told to go towards the corner. This video was mind blowing to me
The Melee DI... I just recently started playing melee and always DI wrong in it because of smash 4...
@@moesifasdasd4151 Same for me, the person who teach me Smash always said that I should always go to the Corner
65 to 115 degrees, got it. I'll grab my protractor next time i'm launched up to see how i need to DI!
Did it work
did it work?!?!
Did it work, the world needs to know
DID IT WORK
did it work @Matt Hale
This is why I love watching BSD, everything I need to learn in one place
I'd also give some of Leffen's videos a look, he's sharing some info on the game as he learns it.
But can you file your taxes? 🤔 🤔 🤔
As a long time Smash player, I often find these types of videos to be confusing and hard to understand. Not the case with this video. Points where vocalized very clearly, use of the in-game tools available to help demonstrate how launch movement works was done beautifully. Using on screen inputs of the GameCube Controller to help illustrate points is super helpful to new players trying to learn the GC controller.
Thank you very much for this insightful video. Definitely looking forward to seeing more of this high quality work!
That's cool and all but did you know that Pikachu libre is a girl
Wahkandan Waluigi this is news to me
"prepare yourself!" "prepare yourself"
Transgender
Of course Libre is a girl, we've known that since Pokken. The heart shape on a Pikachu's tail indicates it's a female.
Also, if you to a shorthop and pause, there's a very obvious camel toe/vagina that was modeled for some reason: cdn.discordapp.com/attachments/296493351275069440/522272020713439232/JPEG_20181211_234120.jpg
Verry Interesstig!
But did you know they did surgery on a grape?
I knew I’ve been using the wrong DI for horizontal attacks.
What did you press?
Marlon Oswald
I was doing the method of trying to angle my direction towards the corner of the blastzone rather than just holding the opposite direction.
@@Muigio44 That's how it worked in melee.
I guess you played melee before, huh?
Its ok bro i was doing the exact same thing
@@Bash70 vectoring was a hoax
Thank you so much for this video! I remember watching Smash 4s videos on DI and getting confused. This makes perfect sense, and I REALLY appreciate the recap at the end of the video!
when i first saw 1:08 i thought fox petted pikachu on the head
WHOLESOME
And then kicked him into orbit
WHY DO PEOPLE DISLIKE THIS VIDEO?!
Chapadios
Tryhards who already know the tech/skills
Epaaa whats el chaparro doing here???
Admiro tu trabajo
By accident
Been using DI since N64 without knowing all the why's. It just made sense and realized it helped me survive better. However, I only used it for the horizontal launches. Thank you for explaining that we can actually do something about the vertical ones.
I'm learning smash after being a tekken player for awhile. There is definitely more to smash than I expected but people told me it was like learning rocket science. After doing some research it really isn't that complicated just different. I could say the technical terms about tekken (chickening , kbd, button buffer, fuzzy guard, otg, just frames, and ws/wr to name a few). It all comes down to knowing and understanding the lingo. Once the vocab is out of the way you can start putting the words together in a coherent way to actually start learning then BOOM! You graduate from beginner that just mashes to intermediate player that plays with purpose. I love fighting game.
Those people saying it was like rocket science were most likely talking about melee. It's a much more complex game than any other smash but Ultimate is taking steps back in the right direction after being catered to a casual audience for years.
@@bondr991 Almost like the series was supposed to be directed at casuals from the beginning.....
Bond R >the right direction
Needless complexity in a fun party game is the "right direction"?
This channel is my go-to for new techs or tricks for being a better smash player - thanks for all the hard work you and your associates do for these videos. Love what you guys do.
I finally know whether or not to hold toward the stage. Melee and smash 4 DI are different and i didnt know which one Ultimate was like. So its more like smash 4 where holding toward center stage to slow your momentum
Damn, one of the best videos I've seen about that. You explained very well a fucking complicated thing. Really precise and documented.
GG !
I'm absolutely loving Smash Ultimate
Yes.
Your videos are always so informative and you stay so on top of all the info people should know, especially so early in this game's life. Thank you!
A summary of the right inputs for every direction at the end whould have been helpful. Good Video though!
Yeah that's what I was waiting for too
Jesus not even the comments have it. This guy wasted 8mins of my time explaining background info i dont need for something he never simply explained
Launched up/right: right + slightly down
Launched up/left: left & slightly down
Strictly left: right
Strictly right: left
The difference between up/right and strictly right is which blast zone you're about to hit.
Good tutorial!
I only knew about DI and SDI but LSI was an unknown factor for me.
Was actually easy to understand!
Keep it up like this guys ^^
And stay beefy!
Wait do I do if I get sent perfectly into the corner
Do I just pray at that point
A bit late but DI straight downwards
@@sazakrom106 you can't di down, that's lsi
If you're going directly to the corner, then yes, but that's improbable. You're going to die for touching either the top of the side blastzone, so adjust accordingly. But, yes, strong 45° diagonal knockback leaves you with few options.
In that case, you’d put the stick at the most bottom left it can go
VERY clear breakdown of a frankly convoluted game mechanic.
Thank you, very informative and is the only technique I can use in battle so far, we'll get there!
I've been trying to find answers to this and this has been the most clear video I've seen. Thanks
Thank you so much Sakurai for the amazing training stage with measurements and blast zone lines!
Thank you for going so in-depth with this! The launch speed formulas followed by their explanations made this video SUPER informative.
Actually, LSI sounds really good for characters with bad recovery.
High level play I guess. I would've never thought of that.
@DaniLovesArt12 Dim Watch the video you are commenting on.
thank you so much I've been waiting ages for this info
Great vid man
I had no idea LSI existed before watching this and I'm glad it does.
THIS is why I subbed. Glad that the new game is gonna bring more mechanic analysis back to the channel.
5:52 what about holding down and left in that scenario? Wouldn’t that decrease both your launch speed and help with DI?
You wouldn’t get full use of DI.
Incredible explanation. Literally couldn't have been explained better, thank you!
Excellent video, ive been searching high and low for some general smash strat/tutorial videos. Plenty of character specific ones, but I’m honestly in more need of these. Subbed!
i already know how to die, but now i know how to di
amazing tutorial on how to DI and why it works. definitely the most simple vid there is. i improved my recovery a lot after watching this. thank you so much.
thank you, professor science.
Excellent video guys. This is so helpful! I'm not new to playing smash but these details will make all the difference, thank you!
"In the end, you only have to know what to press but not why it works" sounds like my teacher before exams when I was in school 😁
Thumbnail: How to DIE
Title: How to live
I'm getting mixed signals here.
My fking god this is by far the best video i have seen for DI in smash 4/ultimate
Ooooh LSI
Glad you came in with this updated video. Learning from Beefy as usual.
Lsi as a concept is inaccurate. Holding up or down changes your y-component but leaves your x-component unchanged. So horizontally it won’t change when you die. The reason why “launch speed increases” is because since the y-component increases, there is more distance to travel, but ultimate’s “balloon knockback” mechanic makes it so that your character needs to reach the end of the launch at a certain time. Basically, more v=d/t, the more distance the higher velocity. Introducing LSI is useless, because influencing it does not help your survivability. You should have just mentioned that holding up or down changes the y-component instead of confusing people. Nevertheless I love your content, I appreciate what you guys are doing, and please correct me if I’m wrong.
so he kind of explained it wrong but his application is still correct... if your launched upwards at an angle you should still DI side + slightly down. to go towards the corners + reduce your y component. right? in that case it doesnt affect your survivability horizontally but it still does vertically...
@@Dmahmoud17 Yes, but he also said you should refrain from using LSI for horizontal Knockback, when in reality it doesn't matter, and even may improve your position if you have a poor recovery.
That said BSD are still sort of right because if you hold up and towards the stage you don't get the maximum possible input towards the stage because of the Stick geometry.
The problems with the explanations were largely because they stopped themselves from elaborating on it to keep the video light, which is good for people who just want to play the game rather than do math I guess.
So it turns out that you *do* fly farther horizontally with holding up, and less far with holding down if you don't press anything and let yourself fall to the ground. However, because of a mixture of balloon Knockback and Hitstun being on a fixed timer, you will be able to jump out of KB at precisely the same X coordinate regardless of whether you pressed up or down.
This explains why the example with Shulk in Training mode looked so weird, because they didn't buffer jump.
Perfect video. Thank for all the details because I never really understood DI until now.
No wonder I've been dying so early. I've been trying to DI perpendicular like Melee and PM.
Edit: Can you still wiggle the stick to get out of the falling animation in this game?
It was removed in smash4 so my guess is that it's not present in Ultimate.
Clarification for is no it doesn't work. You want to use momentum change type move
Melee di always fucks me up in this game and viceversa
日本語にも対応していて、わかりやすくてとても良い動画ですね!
Can you do a B reverse to cancel your momentum, too? Yohis neutral B for example
Good question
Blauer Pikmin really makes you think. Try it with yoshi and tell us.
Blauer Pikmin From what I’ve tried I get A LOT less momentum from B reversing then I did previously
I think it's still a thing. I tried it with lucario and it works
ive seen canceling momentum and reversing it
glad to see you guys making these again. keep up the good work
5:57 but can i use DI and LSI at the same time if i push the stick down and forward? (south west) I would be slowing down my launch speed while still DI-ing in
also wondering this, lol
Dadzie Brewer pressing down makes your launch angle smaller in that scenario, hence decreasing the travel distance to the blastzone.
Pressing down at all will change your angle, making you die sooner. Although it slows down your launch speed, I don't know if that will compensate for the worse angle. Maybe there is a balance that can be struck. I think they're making the point that DI affects launch distance more than LSI (maybe?). That may not be true, but thats what I took away from the video.
@@amadeus7286 yes but it also slows your launch speed. And i dont mean pressing straight down. Im talking about an angle between left and down
@@Dadzie498 It still dis you into a more horizonal angle which more than offsets the benefits you get from LSI. All LSI really does is make the normally optimal DI methods less optimal, because they'd require you to hold up.
Finally! I've been lookin for a good video like this for days. Thank you!
*I was doing all of this without even knowing*
RapIdiot lol same
I was SOOOOO looking for this
Hey Doods! I need mroe Tech Videos please :D
@Terry Bogard you sound like the guy name Terry Bogard on UA-cam with Terry Bogard Anime themed fan art as the pfp
Yo luigi kid cool sonic . Exe vids
There's also hurtbox shifting, which when combined with DI and a second jump, increase your survivability. Say you get knocked horizontally as Snake. If you jump and upair, Snake's hurtbox becomes vertical, lessening the chance that a part of his hurtbox will touch the blast zone.
what if you are already holding right while getting hit, is this just as effective as hitting right just as the move connects?
ADrew as long as a direction is held during the end of hitstun the initial DI will apply
Yes, holding is just as effective!
It is easier that way, if you see the oponent is going to connect with a move then its easier to hold the di before the move hits.
In fact, if ultimate is the same as melee in this regard, which im sure it is, you can't actually DI after knockback has started. You need to DI during the hitlag from the move, or before you get hit in the first place. As soon as knockback starts the game checks your stick position and uses that to determine your entire trajectory up until the point that stun ends.
I don't have ultimate to test whether or not any change in trajectory is applied during knockback, but you can test this by looking at the trajectory lines in training mode and seeing if they change after you get hit.
なぜタイトルが日本語に...いつも動画見させていただいてます❗
Thanks for the video! I've always just held down and back toward center stage, it had never occured to me that I should aim for corners to survive longer!
When I get launched horizontally why not hold to the left and down at the same time?
How does LSI work when I get launched downward? Does DI down increases the speed I hit the ground or lower it?
Yeah this stuff wasn’t addressed
If you actually watched the video then you would know that LSI doesn't work when you're being launched straight down.
awesome video. thanks guys.
So you hold to the opposite direction when launched horizontally and left or right when launched upwards?
Pretty much.
Not always, the "best" direction to di will change depending on the move. On a weak knockback move that sends horizontally, Di'ing in will give them follow ups. So you want to Di out moves that would otherwise cause you to be combo'd, and Di in moves that would otherwise kill you. Sometimes It's better to DI out strong moves at low percents just to be in a more advantageous position. It all depends on context, experiment.
@@SufferDYT We're talking about moves that can kill you, not moves that can combo.
ThiroSmash i dont understand why everyone on here including the actual video cant just simply say the answer we all came here for without twenty extra info and rules n stipulations
Good work BSD, this is something I will send to anyone who is interested in getting better at the game.
400 iq spike DI
As someone new to more advanced techniques in this game, oh man, this was an INCREDIBLY useful video. Thanks ever so much and keep up the awesome content!
So has anyone figured out sdi yet? Because it doesn’t work barley at all conventionally
It's about as effective as Smash 4
Diamond D7 I’m never able to get out of multijabs in ultimate rho
@@corvax8644 I think that most multijabs were just buffed across the board since a lot of them were inconsistent or unreliable in Smash 4.
Zachmacf hmm, I guess that’s a good thing. Still kinda annoying not being able to sdi out tho
@@corvax8644 Just think of them as being like a throw or something. You got hit, this is what this move does, accept your fate, watch the animation happen, and di out of their follow up.
Thank you for the explaination about this! I've played Smash 4 for 4 years without understanding why I should use an horizontal direction for a horizontal knockback!
My Smash Corner only said what to do, but not why! And I thought Up + Horizontal direction for a horizontal knockback would be optimal!
I think DI is stronger in this game, because I can really see the differences between angles!
Now its DI LOL
Nicely done video. Even though I frequently play smash, this is a nice refresher on DI
Thank you I just got the game and im trash
Don't worry, you'll get better! Just keep practicing as much as you can!
Retriax Make sure the practice the right things to not develop bad habits
@@simonlin2646 Im new to smash ultimate too (However I do have smash 4 experience), any bad habits I should make sure NOT to do?
@@boomko1253
Don't dodge all the time
Great video. Reminds me of the clarity I had going through that through the Rivals of Aether tutorial.
What is LSI exactly good for then? Seems like a pretty arbitrary mechanic to implement.
I'm pretty sure it just makes it easier to DI optimally, you mainly have to just move control stick left or right and sometimes down, compared to normal DI, where you would have to do parallel to the launch direction, which makes sense when you think of how DI works, but is less intuitive. Sounds like a wonky rework to me and if Nintendo wanted new people to DI better they could have just added good tutorials like RoA.
Might be missing a better reason, but this is my assumption.
I think it depends on the situation. If you are just trying to survive a lethal hit, it isn't going to help.
However, for non-lethal hits, it would allow you to control how far away you go away from your opponent and stage.
@@lunamaster123 maybe it helps against ding dongs as well.
I've always thought I was doing DI incorrectly, but it turns out I was doing them right all along. Good.
Okay...what is the beat used in this video?
@@The_Traveller... I think he meant during the bulk of the video. Where they were explaining how DI works. I could be wrong though.
Thank you for the tips! This is really useful!
Sighhh why didnt they just stay with brawl/melee’s DI. It was intuitive and simple to understand back then
Brawl had aerial momentum canceling (just do an aerial to stop all knockback) and Melee had crouch canceling.
CCuppy Smash 4's (and by extension, Ultimate's) DI is a totally fucked system because it combined 2 totally different forms of DI. Early in Smash 4, DI was totally reworked from changing your launch angle (like in Melee/Brawl) to actually increasing/decreasing the distance launched by holding away from or in to the launch vector. This "vectoring" mechanic allowed people to live until very high percents and a lot of people complained, so it was patched out - For the Y axis. The X axis still used vectoring in Smash 4, but the Y axis used the old form of DI, and that seems to be what Ultimate is doing as well, except for some reason crouch canceling was re-added.
For everything Smash has gotten right, every game (except maybe 64, I've played like 3 matches ever of 64) they come up with something new and unique to fuck up DI, a mechanic that should be one of the simplest and easiest to understand.
@CCuppy no its not difficult, but its unnecessarily complex
the old DI system was a single rule: the direction you push your stick influences your trajectory - simple and makes intuitive sense
the new DI with two different systems that, when working together, makes the input you should be inputting less immediately obvious, was an unnecessary change imo
@@angolin9352 neither of these things have anything to do with the DI system itself tho
i agree both of those things were problematic (melee crouch cancelling is a biiit too strong), but the DI system used in both of those games are ultimately independent of them
Let's just be happy that the gameplay isn't as slow as Brawl's movement
Ive been playing smash since the beginning and I'm so glad this one is so technical! This is legit
So this girl....I’m directional influenced about her. What should I do??
FS x BIG EEFY Just SDI.
SD
FS x BIG EEFY maybe you can get lucky and she can influence your launch speed.
This comment needs more attention
The simple explanation really helped me understand the more complex stuff
So thank you for that!
Just gotta work on my reaction time lol
My friends keep arguing with me about how to DI so hopefully this will get them to shut up lol
Just let them be wrong and wreck them in-game. lol
Thanks Doods for the very clear and informative explanation!
Is it just me or are the CPU’s harder?
Smarter is a better word, set them lower than smash 4 (I used 6-7 cuz I suck but they were tough as hell in smash ultimate!)
Right? They literally follow me perfectly when I'm in the air.
They know how to tech also
That JIggs bot is deadass Hungrybox with those rest followups. And they dash dance and have ass wave land from personal experience (level 9s at least). At least I can't get rusty from playing against bots if I have to legit sweat bullets to even have a chance at them.
When I get the chance, I would like to bring my Amiibos over to Ultimate, but laziness, and also I'm probably not ready for that insanity yet! Those Amiibos are gonna be something else I bet!
Thank you, so useful!
Talk about the garbage online!
Whats wrong with Online?
Im paying an extra $20 for something worse than 4 years agi
Saintly Halo you request a one vs one and you two other people that requested one vs one and one person that requested free for all get put in a free for all.
Just make arenas. :P
There's probably gonna be a patch soon... This has gotta be an accident.
Incredibly helpful, thanks BSD
For glory players disliked this video
As a casual who never goes online (for reasons other than Taunt Parties),this might help me when I decide to do "real matches" online! Thank you for this video!
idk why i am watching this i feel like i should just quit the game because i suck and i will never ever get better no matter how hard i try because im a useless human being and too emotional for this stupid game
... wait what.
Keep at it
kyvrna when i played sm4sh for the first time i felt the same way but then i said to myself that there is a smash bros legend that could do everything like combo’s, perfect shielding and stuff(idk why i thought that xD). then i began to practice with level 9 coputers i lost most of my matches against level 9 cpu( i only won because they went of stage and i spiked them)but i became better and better and eventually won almost all the matches. then i started to practice against two level 9 cpu and when i got the hang of it i survived longer and longer and eventually beat them then i played in for glory( some people sucked but i mostly got god tier players)i lost a bunch but then i learned how other people play smash and tried to counterattack them and then i saw that the training i did helped me so much that i could compete a bit with the god tier players that can two stock you. so what i’m saying is that you have to practice alot and never say that you’re never going to be good at smash(same thing in real life).🙂
kyvrna and yeah you have to be patient in smash and strategies alot so you can maybe comeback from a tricky situation
kyvrna that’s alot of word i wrote xD
簡潔かつ丁寧でわかりやすかった!
ベク変理解してたつもりだけど知らないこともあった…
素敵な動画をありがとう
As a casual Smash veteran (I realize how oxymoronic that sounds), I think you nailed it as far as explaining DI in the most straightforward way possible.
Beefy is back !!!!
Stiil good work from the beefy smash doods !
Excellent video! I found it perfectly simplified/detailed. Thank you!
Thank you so much, I had no idea
Thanks for the tips you really are amazing guys
I will never tire of your voice my dude
Very helpful for a newer player. Good shit.
Beefy Smash Doods out here doing the Lords work.
Amazing video and great editing!!!
DI has saved me a lot