Editing Directional influence
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'''Directional influence''' ({{ja|ベクトル変更|Bekutoru henkō}}, ''Vector modification''), usually abbreviated '''DI''' ({{ja|ベク変|Beku hen}}) and known officially as '''launch shuffling''', is the control the receiver of an attack has over their trajectory. Each attack sends its target in a particular direction; DI can be used to alter, but not completely change, this original trajectory. DI is executed by holding the control stick in any direction during [[freeze frames]] from an attack, before the character is launched. | '''Directional influence''' ({{ja|ベクトル変更|Bekutoru henkō}}, ''Vector modification''), usually abbreviated '''DI''' ({{ja|ベク変|Beku hen}}) and known officially as '''launch shuffling''', is the control the receiver of an attack has over their trajectory. Each attack sends its target in a particular direction; DI can be used to alter, but not completely change, this original trajectory. DI is executed by holding the control stick in any direction during [[freeze frames]] from an attack, before the character is launched. | ||
Directional influence is used for different purposes depending on a player's situation when hit by an attack. There are two main applications for DI: '''combo DI''' and '''survival DI''', both based on the same game mechanics. Combo DI refers to a player altering their knockback trajectory at low percentages while getting comboed. This makes it more difficult for the opponent to follow up or extend their combo, and can allow the player to escape some setups, such as the [[ | Directional influence is used for different purposes depending on a player's situation when hit by an attack. There are two main applications for DI: '''combo DI''' and '''survival DI''', both based on the same game mechanics. Combo DI refers to a player altering their knockback trajectory at low percentages while getting comboed. This makes it more difficult for the opponent to follow up or extend their combo, and can allow the player to escape some setups, such as the [[space animal slayer]] in ''Melee''. | ||
Survival DI refers to a player altering their knockback trajectory at high percents in order to increase their travel distance towards the [[blast line]]. Good survival DI produces a trajectory that creates the greatest distance between the character and the blast line, or one that will help the character recover back on stage. In most situations, angling towards the upper-left or upper-right corners will grant the greatest chance of surviving a high knockback attack. This means DI'ing to the side when hit by a vertical attack, or DI'ing upwards when hit by a horizontal attack. Good DI allows a player to survive high-knockback attacks to higher percents than they would with no DI inputs. | Survival DI refers to a player altering their knockback trajectory at high percents in order to increase their travel distance towards the [[blast line]]. Good survival DI produces a trajectory that creates the greatest distance between the character and the blast line, or one that will help the character recover back on stage. In most situations, angling towards the upper-left or upper-right corners will grant the greatest chance of surviving a high knockback attack. This means DI'ing to the side when hit by a vertical attack, or DI'ing upwards when hit by a horizontal attack. Good DI allows a player to survive high-knockback attacks to higher percents than they would with no DI inputs. | ||