Directional influence: Difference between revisions

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'''Directional nfluence''' (usually abbreviated '''DI''', which can also be used as a verb) is the control the receiver of an attack has over his or her trajectory. Each attack sends its target in a particular direction, depending on the attack itself and on the target's [[weight]] and [[falling speed]]; DI can be used to alter, but not completely negate, this trajectory.  This change, however, can be vital to surviving high-power attacks such as [[Fox]]'s [[up smash]], and for escaping [[combo]]s such as [[Jigglypuff]]'s [[Space Animal Slayer]] among many others. DI is most useful to make the character move into a trajectory being as far to the blast line as possible.  DI differs upon the character, like [[Lucario (SSBB)|Lucario]], who arguably has among the most useful DI in ''[[Super Smash Bros. Brawl]]''.
'''Directional influence''' (usually abbreviated '''DI''', which can also be used as a verb) is the control the receiver of an attack has over his or her trajectory. Each attack sends its target in a particular direction, depending on the attack itself and on the target's [[weight]] and [[falling speed]]; DI can be used to alter, but not completely negate, this trajectory.  This change, however, can be vital to surviving high-power attacks such as [[Fox]]'s [[up smash]], and for escaping [[combo]]s such as [[Jigglypuff]]'s [[Space Animal Slayer]] among many others. DI is most useful to make the character move into a trajectory being as far to the blast line as possible.  DI differs upon the character, like [[Lucario (SSBB)|Lucario]], who arguably has among the most useful DI in ''[[Super Smash Bros. Brawl]]''.


In ''Super Smash Bros. Brawl'', the following are the most common ways of utilizing directional influence for surviving KO attacks:
In ''Super Smash Bros. Brawl'', the following are the most common ways of utilizing directional influence for surviving KO attacks:


Knocked horizontally:
Knocked horizontally:
*Hold the control stick diagonally upwards in the opposite direction the character has been knocked.
*Hold the Control Stick diagonally upwards in the opposite direction the character has been knocked.
Knocked vertically:
Knocked vertically:
*Hold the control stick either left or right.
*Hold the Control Stick either left or right.


The player can DI by pressing the [[control stick]] in any direction during or just after being hit by an attack. There are three types of directional influence: normal DI (often simply referred to as "DI"), Smash DI, and Automatic Smash DI. The type of DI changes depending on when the player presses the control stick.
The player can DI by pressing the [[Control Stick]] in any direction during or just after being hit by an attack. There are three types of directional influence: normal DI (often simply referred to as "DI"), Smash DI, and Automatic Smash DI. The type of DI changes depending on when the player presses the Control Stick.


==''[[Super Smash Bros. Melee]]'' DI==
==''[[Super Smash Bros. Melee]]'' DI==
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Smash DI is performed during the [[frame]]s of hitlag in which the target is immobile after being hit by the attack. The length of the hitlag varies from attack to attack, from 2 frames to 18 frames ([[Samus Aran (SSBM)|Samus's]] [[Charge Shot]]). Smash DI allows the character to move, which can slightly affect knockback, and can move the character into a wall or ceiling to allow [[wall tech|wall]] and [[ceiling tech]]s. By pressing different directions on the control stick, the player can Smash DI multiple times. This is best represented in the [[Perfect Control]] video, at approximately 2:36, and with a frame-by-frame version at about 3:51, during the end credits.
Smash DI is performed during the [[frame]]s of hitlag in which the target is immobile after being hit by the attack. The length of the hitlag varies from attack to attack, from 2 frames to 18 frames ([[Samus Aran (SSBM)|Samus's]] [[Charge Shot]]). Smash DI allows the character to move, which can slightly affect knockback, and can move the character into a wall or ceiling to allow [[wall tech|wall]] and [[ceiling tech]]s. By pressing different directions on the control stick, the player can Smash DI multiple times. This is best represented in the [[Perfect Control]] video, at approximately 2:36, and with a frame-by-frame version at about 3:51, during the end credits.


A subtactic is the '''quarter-circle''' DI, which involves inputting multiple Smash DIs by rotating the control stick 90 degrees, resulting in a drastic decrease in [[knockback]]. Quarter-circle DI was introduced to the United States by smasher [[Captain Jack]] and was once known as '''Japanese DI'''.
A subtactic is the '''quarter-circle''' DI, which involves inputting multiple Smash DIs by rotating the Control Stick 90 degrees, resulting in a drastic decrease in [[knockback]]. Quarter-circle DI was introduced to the United States by smasher [[Captain Jack]] and was once known as '''Japanese DI'''.


Smash DI is the only type of DI that exists in the original ''[[Super Smash Bros.]]''
Smash DI is the only type of DI that exists in the original ''[[Super Smash Bros.]]''
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===Automatic Smash DI===
===Automatic Smash DI===


Automatic Smash DI functions similarly to Smash DI, but it occurs the frame after the attack's hitlag ends. The character will move, but not as far as in normal Smash DI. ASDI may be inputted either with the control stick or the C-stick, but if both are being held when hitlag ends, the direction in which the C-stick is being held out prioritizes the Control Stick.  
Automatic Smash DI functions similarly to Smash DI, but it occurs the frame after the attack's hitlag ends. The character will move, but not as far as in normal Smash DI. ASDI may be inputted either with the Control Stick or the C-stick, but if both are being held when hitlag ends, the direction in which the C-stick is being held out prioritizes the Control Stick.  


A tactic that utilizes both the control stick and the C-stick is called '''double stick''' DI, which involves pointing both the control stick and the [[C-stick]] in two different directions so the player can alter the trajectory with the control stick and use the C-stick to control the Automatic Smash DI into a different direction from the direction being held on the control stick. This was later found out to be very useful, such as being used to get the lowest angle of knockback while ASDI-ing straight downward to tech along the ground and survive high knockback hits beyond what is possible by allowing said hit to launch the recipient.
A tactic that utilizes both the Control Stick and the C-stick is called '''double stick''' DI, which involves pointing both the Control Stick and the [[C-stick]] in two different directions so the player can alter the trajectory with the Control Stick and use the C-stick to control the Automatic Smash DI into a different direction from the direction being held on the Control Stick. This was later found out to be very useful, such as being used to get the lowest angle of knockback while ASDI-ing straight downward to tech along the ground and survive high knockback hits beyond what is possible by allowing said hit to launch the recipient.


==DI in the Super Smash Bros. series==
==DI in the Super Smash Bros. series==