Teching and advanced DI (Double Stick DI, Multiple Smash DI) in Super Smash Bros. Melee
Melee Mechanics by Kadano
0:00 / 0:00
Teching and advanced DI (Double Stick DI, Multiple Smash DI) in Super Smash Bros. Melee
87 235 просмотров · 12 лет назад
Melee Mechanics by Kadano
6,57 тыс. подписчиков
87 235 просмотров · 12 лет назад
Meant to be watched in 1080p. For those who are curious, here is the Avisynth script this video was created from: http://pastebin.com/ksDyTB8L
I had to remove most of the original audio due to copyright issues. Here is the raw .mp4 video with the original music: https://www.mediafire.com/?japhc6sh2z... (better quality than downloading it from Youtube; I recommend watching it with Potplayer: http://imouto.my/redirect/32)
0:00 Teching (Floor)
1:55 Teching (Wall and Ceiling)
2:30 PassiveWallJump (Walljumptech)
5:00 PWJ application: Marth’s walljumptech back aerial
5:40 PWJ application: Fox’s walljumptech Illusion to the ledge
5:55 Walltech intangibility information
6:30 Double Stick DI
12:24 how to survive Facon’s knee with Fox at 180% damage
14:32 Tech inputs during hitlag information
15:00 Multiple Smash DI
Youtube apparently doesn’t allow external links as I had assumed when creating this video, so here are the links I had intended to make clickable:
Magus on tech intangibility: http://smashboards.com/posts/5896012
Magus on DSDI knockback thresholds for different angles: http://smashboards.com/posts/7078167
Magus on MSDI control stick key points: http://smashboards.com/posts/7442776
FAQ *
Q: “I don’t understand how tech downtime works. Can you explain? [ / 672435487609651200 ]”
A: “0:49 ’A digital L/R input causes a tech downtime of 40 frames. If no downtime is active when L/R is pressed, the input also buffers a tech for 20 frames’. ← This is all there is to it. The 40 frames downtime starts at the frame you input L/R; any inputs during this downtime will trigger another downtime.”
Illustration: http://i.imgur.com/HNsjPNs.png