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Real talk the upjump change hasnt really benefited how anyone plays (the opposite for controller players seems to be the case), either way older players were well used to downjump input, whilst new players were either unaware, or not actively thinking of how to use it anyway.
If you were going to change dice, at least find some way around his deadframes on SJ~, but thats for another thread #serchiot
Continuous SJ works by holding down when you touch the ground just the same as up after the patch. I've done a bit of experimentation in training mode and it doesnt seem that up-sj is really faster than down-sj for the upangle follow up. This is because if you press down and then a before any crouchframes come out, Dice will do an instant crouchjump same as if you press up and jump - the timing window here is about as tight as lowspeed parrys, so if you can parry at lower speeds you can do this input. The upangle bounces the same number of times by the time Dice is airborne in either case. Since the down change and the additional up input are symmetrical, everything you can do with up to SJ is easily doable with down.
I did notice that it was just slightly easier to bunt balls low to the stage with up-SJ. I'm not sure if that really makes a difference though. I'm glad that at least some Dice pickers like the change, but most I've talked to either ignore the new feature or don't like it.
I've been testing various things out and practicing with it and while I'm sure I will get used to it in time, I don't really think I'll ever use it, since down to SJ is already muscle memory and it accomplishes everything I see that needs to happen for Dice, especially with the patch changes to the down-to-SJ input to make it user-friendly enough to be at least equal to up SJ.
Also, a weird part about up-SJ is that you don't SJ at all if you don't hold Jump... which made me drop SJs from time to time and is just weird to me, might actually as well just remove it.
empty tap sj is a very short jump and your total potential options are higher (especially with (tap)charge neutral)
normal jump to neutral is just as easy as it always was because the input is entirely stick neutral
sj rising bunt is worlds better for less practiced dice players, which is almost as core to the character's kit as not winning sets
all in all this is almost entirely good, the only negatives are 'get used to it' changes for bad habits, which are totally overshadowed by immediate benefits anyway.
it's nice to argue over dice quality of life changes again though, definitely one of my favs.
I can see how using up is slightly more intuitive, but I don't think the inputs are any easier. The instant down-to-superjump has a tighter timing window but offers just the same flexibility.
Normal jump to neutral stops being stick neutral when you jump forwards or backwards, in which case holding up would (absent up-to-sj) guarantee a neutral over a smash, otherwise you need to reset your stick to neutral before swinging. Every other character has the option to hold up to guarantee a neutral while airborne, so this is hardly a bad habit as it is an input otherwise portable throughout the rest of the cast.