Editing Directional influence

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====Combo DI====
====Combo DI====
Because of the high amount of [[hitstun]] in ''Melee'' (or, more accurately, the lack of the ability to negate hitstun), especially compared to ''Brawl'', it is often possible to hit the opponent with another attack while they are still in hitstun. By DIing away from the attacker, the victim can increase the distance the attacker needs to travel and thus make it harder for the attacker to reach them in time to continue the combo.  
Because of the high amount of [[hitstun]] in ''Melee'' (or, more accurately, the lack of the ability to negate hitstun) especially compared to ''Brawl'', it is often possible to hit the opponent with another attack while they are still in hitstun. By DIing away from the attacker, the victim can increase the distance the attacker needs to travel and thus make it harder for the attacker to reach them in time to continue the combo.  


Most of the time, combo DI is as simple as holding horizontally to the knockback direction. Against characters like {{SSBM|Captain Falcon}} who have aerials with high knockback and low ending lag, it is often hard to decide between survival DI and combo DI. While combo DI might escape a consecutive hit, it might also be enough to pass the horizontal blast zones and get KOed. Survival DI ensures the KO doesn't happen, but it might make it easier for Captain Falcon to land another aerial.
Most of the time, combo DI is as simple as holding horizontally to the knockback direction. Against characters like {{SSBM|Captain Falcon}} who have aerials with high knockback and low ending lag, it is often hard to decide between survival DI and combo DI. While combo DI might escape a consecutive hit, it might also be enough to pass the horizontal blast zones and get KOed. Survival DI ensures the KO doesn't happen, but it might make it easier for Captain Falcon to land another aerial.

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