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Directional influence: Difference between revisions

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'''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]]''.
'''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]]''.

Revision as of 23:41, October 11, 2012

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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 combos 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, 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:

Knocked horizontally:

  • Hold the control stick diagonally upwards in the opposite direction the character has been knocked.

Knocked vertically:

  • 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.

Super Smash Bros. Melee DI

Normal DI

DI is essential for escaping many combos, especially chain grabs. Effective DI will allow players to survive at higher damage percentages.

Smash DI

Smash DI is performed during the frames 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'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 and ceiling techs. 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.

Smash DI is the only type of DI that exists in the original Super Smash Bros.

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.

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

In Super Smash Bros., Smash DI is the only type of DI that exists. This means that the only moves that are easy to DI out of are multi-hit attacks such as Fox's down aerial or Samus's Screw Attack. Due to this and the fact that attacks have high hitstun, combos are often easier to perform in Super Smash Bros. than in Super Smash Bros. Melee or Super Smash Bros. Brawl.

In Super Smash Bros. Brawl, DI is not as useful as it was in Super Smash Bros. Melee, but it is easier to perform due to longer hitlag. Momentum Canceling, a technique unique to the former, is of very high utility and this coupled with DI enables players to survive high-knockback attacks at relatively high damage percentages for characters who can utilize it.

External links