Editing Directional influence

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The narrower angle change provided by DI in ''Smash 4'', coupled with LSI's aforementioned effects, significantly reduce its effectiveness for escaping combos and surviving KO moves for longer, as less space is created between the victim and an attacker wishing to continue a combo, while DIing horizontal launchers at high angles to prevent [[edgeguard]]s and center stage KOs now results in increased distance away from the stage and the resulting angle not being as vertical as before. DI continues to be a useful technique in competitive play regardless, however, as it still has a significant effect in moderately strong moves that can otherwise secure KOs under certain conditions, such as [[throw]]s boosted by [[rage]] near the edge, and with the changes to [[hitstun]] canceling from ''Brawl'' making true combos prevalent again, it can be used to avoid certain deadly setups and/or 50-50s such as {{SSB4|Captain Falcon}}'s {{mvsub|Captain Falcon|SSB4|down throw}} into [[Knee Smash]] from a dash grab.
The narrower angle change provided by DI in ''Smash 4'', coupled with LSI's aforementioned effects, significantly reduce its effectiveness for escaping combos and surviving KO moves for longer, as less space is created between the victim and an attacker wishing to continue a combo, while DIing horizontal launchers at high angles to prevent [[edgeguard]]s and center stage KOs now results in increased distance away from the stage and the resulting angle not being as vertical as before. DI continues to be a useful technique in competitive play regardless, however, as it still has a significant effect in moderately strong moves that can otherwise secure KOs under certain conditions, such as [[throw]]s boosted by [[rage]] near the edge, and with the changes to [[hitstun]] canceling from ''Brawl'' making true combos prevalent again, it can be used to avoid certain deadly setups and/or 50-50s such as {{SSB4|Captain Falcon}}'s {{mvsub|Captain Falcon|SSB4|down throw}} into [[Knee Smash]] from a dash grab.


During the initial release of {{for3ds}}, LSI affected any angle with no restriction, giving it a significant effect on moves with largely vertical angles, while not incurring any significant compromise in DI due to the control stick already having to be held entirely vertically to achieve the full effect of LSI. More specifically, vertical finishers (like most [[up smash]]es) and [[meteor smash]]es could be survived for longer by holding down, while vertical combo moves (like most [[down throw]]s) would stop working earlier if the victim held up to be launched farther away from the attacker via LSI. Starting in patch [[1.0.4]], LSI has no effect if the launch angle is between 65° and 115°, or between 245° and 295°, preventing such moves from having their knockback altered by it and leaving DI as the only other, much less significant option against them.<ref>[https://twitter.com/Ruben_dal/status/820897784496852992 Ruben on Twitter: "In the meantime visuals to understand LSI: how it works, its conditions and multiplier formula"]</ref> However, this restriction takes DI into account rather than reading the base angle, which allows moves with angles differing from any of these thresholds by less than ≈9.74° (the highest angle difference caused by DI), such as 73°, to still fall out of range and be affected by LSI, disproportionately so compared to moves with other launch angles. The most notable example of this fault is {{SSB4|Charizard}}'s {{mvsub|Charizard|SSB4|up throw}}, which can normally KO at around 125%, but due to its angle of 70°, DIing it at roughly 295° deviates it enough to get it out of the LSI-disabled range and therefore creates both optimal DI and LSI, rendering the move unable to KO until around 155%; this is in stark contrast to {{SSB4|Mewtwo}}'s {{mvsub|Mewtwo|SSB4|up throw}}, which due to its angle of 90°, is immune to LSI and barely affected by DI, only KOing 4% later with the latter in effect.
During the initial release of {{for3ds}}, LSI affected any angle with no restriction, giving it a significant effect on moves with largely vertical angles, while not incurring any significant compromise in DI due to the control stick already having to be held entirely vertically to achieve the full effect of LSI. More specifically, vertical finishers (like most [[up smash]]es) and [[meteor smash]]es could be survived for longer by holding down, while vertical combo moves (like most [[down throw]]s) would stop working earlier if the victim held up to be launched farther away from the attacker via LSI. Starting in patch [[1.0.4]], LSI has no effect if the launch angle is between 65° and 115°, or between 245° and 295°, preventing such moves from having their knockback altered by it and leaving DI as the only other, much less significant option against them.<ref>[https://twitter.com/Ruben_dal/status/820897784496852992 Ruben on Twitter: "In the meantime visuals to understand LSI: how it works, its conditions and multiplier formula"]</ref> However, this restriction takes DI into account rather than reading the base angle, which allows moves with angles differing from any of these thresholds by less than 10° (such as 74°) to still fall out of range and be affected by LSI, disproportionately so compared to moves with other launch angles. The most notable example of this fault is {{SSB4|Charizard}}'s {{mvsub|Charizard|SSB4|up throw}}, which can normally KO at around 125%, but due to its angle of 70°, DIing it at roughly 295° deviates it enough to get it out of the LSI-disabled range and therefore creates both optimal DI and LSI, rendering the move unable to KO until around 155%; this is in stark contrast to {{SSB4|Mewtwo}}'s {{mvsub|Mewtwo|SSB4|up throw}}, which due to its angle of 90°, is immune to LSI and barely affected by DI, only KOing 4% later with the latter in effect.


==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==

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