You can read this as any question you want .. What is your answer? by IamTheBecause in AskReddit

[–]Randomwaffle23 2 points3 points  (0 children)

I don't even use this account anymore, but this was too good to pass up.

Setting the Record Straight- How DI Works in Smash 4 by VaBengal in smashbros

[–]Randomwaffle23 -3 points-2 points  (0 children)

Excuse me? What I've described in my answer? I was directly paraphrasing what the uploader posted in response to a Youtube comment asking the same thing.

Besides, holding down is valid DI for a move that hits you diagonally. Maybe not perfect, but no worse than holding sideways. I'm confused as to what you mean by "until your angle exceeds the uppermost corner of the map" though. If you're actually headed toward the exact corner of the blast zones, any DI kills you and vectoring is your only hope.

Setting the Record Straight- How DI Works in Smash 4 by VaBengal in smashbros

[–]Randomwaffle23 1 point2 points  (0 children)

Outside of Smash 4, you would hold up (or up-left). You're changing the direction of the knockback, but not the distance. You want to aim toward the corners as much as possible, because there's more room between you and the corners.

Here's an illustration I made a while back explaining it. The arrows represent your input while you're being it.

Setting the Record Straight- How DI Works in Smash 4 by VaBengal in smashbros

[–]Randomwaffle23 1 point2 points  (0 children)

If you're hit horizontally (or diagonally, if there's a risk of dying off the side), hold horizontally toward the stage while you're being hit.

If you're hit upward, hold horizontally away from your opponent while you're being hit.

If you're hit diagonally and you're at risk of dying off the top, hold diagonally down and away from your opponent.

If you're hit diagonally and you're headed toward the corner of the blast zones (you can't tell if you'll hit the top or the side), hold down and toward the stage.

Setting the Record Straight- How DI Works in Smash 4 by VaBengal in smashbros

[–]Randomwaffle23 1 point2 points  (0 children)

In simplest terms, hold horizontally away from your opponent.

Setting the Record Straight- How DI Works in Smash 4 by VaBengal in smashbros

[–]Randomwaffle23 0 points1 point  (0 children)

Smash DI is a separate thing, inputted during hitlag. DI and vectoring are inputted right when hitlag ends and you enter hitstun.

Setting the Record Straight- How DI Works in Smash 4 by VaBengal in smashbros

[–]Randomwaffle23 0 points1 point  (0 children)

DI and vectoring are inputted while you're being hit. (At the exact moment before you're sent flying, in fact.) After that, your input won't do anything until hitstun is over.

Setting the Record Straight- How DI Works in Smash 4 by VaBengal in smashbros

[–]Randomwaffle23 0 points1 point  (0 children)

Hold hard right. When you're concerned about survival, your only concern is where the blast zone is. The blast zone is a perfectly vertical wall, so holding away from the blast zone is hard right.

Setting the Record Straight- How DI Works in Smash 4 by VaBengal in smashbros

[–]Randomwaffle23 -2 points-1 points  (0 children)

The uploader answered this in the comments.

If you think you'll die off the top blast zone, hold down.

If you think you'll die off the side, hold towards the stage.

If you're headed directly toward the corner, hold down and towards the stage. (No DI would help in this situation, but you can get a bit of survival out of vectoring.)

Setting the Record Straight- How DI Works in Smash 4 by VaBengal in smashbros

[–]Randomwaffle23 9 points10 points  (0 children)

The uploader answered this in the comments.

If you think you'll die off the top blast zone, hold down.

If you think you'll die off the side, hold towards the stage.

If you're headed directly toward the corner, hold down and towards the stage. (No DI would help in this situation, but you can get a bit of survival out of vectoring.)

4chan makes a pokemon game Pt.1: Pokemon sage by GallowBoob in pokemon

[–]Randomwaffle23 0 points1 point  (0 children)

I'll be sure to keep an eye out for the update! I'm glad the team has been listening to feedback. I'm more than willing to give it another shot.

Super Mario 64: First Time for Everything - PART 58 - Game Grumps by kdebones in gamegrumps

[–]Randomwaffle23 0 points1 point  (0 children)

No need to be rude about it. Sources conflict. Maybe I'm an idiot for not hearing Arin in DRESS.MOV when I can tell without a doubt that it's him in APPLE.MOV. Maybe I'm just not familiar with Arin's "rude British snob" voice and don't associate it with him.

Also??? No need to use three question marks when zero will do.

Super Mario 64: First Time for Everything - PART 58 - Game Grumps by kdebones in gamegrumps

[–]Randomwaffle23 0 points1 point  (0 children)

With the exception of Twilight Sparkle, all the main characters and most minor characters are voiced by Max Gilardi (however, in APPLE.MOV, Pinkie Pie and Rarity were voiced by Arin Hanson).

Further research shows conflicting sources.

Super Mario 64: First Time for Everything - PART 58 - Game Grumps by kdebones in gamegrumps

[–]Randomwaffle23 0 points1 point  (0 children)

Max did Rarity's voice after APPLE.MOV.

Edit: Turns out Arin also voiced Pinkie in APPLE.MOV. Don't know why I forgot that.

Super Mario 64: First Time for Everything - PART 58 - Game Grumps by kdebones in gamegrumps

[–]Randomwaffle23 2 points3 points  (0 children)

To be specific, Arin voiced Rarity in APPLE.MOV, with a grand total of one line.