Editing Directional influence

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In ''Brawl'', DI operates identically to how it does in ''Melee''. However, one major change is that DI no longer works on knockback that does not cause [[tumbling]], regardless of the direction held on the control stick; this is most notable with throws that have low base knockback, such as {{SSBB|Pikachu}}'s [[down throw]]. This facilitates the execution of low percent combos, such as {{SSBB|Kirby}}'s Gonzo combo, but has also resulted in infamously stronger, inescapable [[chaingrab]]s and zero-to-deaths, namely the aforementioned Pikachu down throw and {{SSBB|Sheik}}'s [[forward tilt]] on the [[space animals]], and {{SSBB|King Dedede}}'s down throw on non-lightweight characters, which is made more problematic by the changes to [[stale-move negation]] causing moves' knockback to be decreased much more significantly if staled.
In ''Brawl'', DI operates identically to how it does in ''Melee''. However, one major change is that DI no longer works on knockback that does not cause [[tumbling]], regardless of the direction held on the control stick; this is most notable with throws that have low base knockback, such as {{SSBB|Pikachu}}'s [[down throw]]. This facilitates the execution of low percent combos, such as {{SSBB|Kirby}}'s Gonzo combo, but has also resulted in infamously stronger, inescapable [[chaingrab]]s and zero-to-deaths, namely the aforementioned Pikachu down throw and {{SSBB|Sheik}}'s [[forward tilt]] on the [[space animals]], and {{SSBB|King Dedede}}'s down throw on non-lightweight characters, which is made more problematic by the changes to [[stale-move negation]] causing moves' knockback to be decreased much more significantly if staled.


In cases where it is possible, DI in ''Brawl'' is not as useful as it was in ''Melee'' for escaping combos, due to the introduction of [[hitstun canceling]] and slower [[falling speed]]s making them much more difficult nearly to the point of nonexistence. However, DI is easier to perform due to longer [[hitlag]], and still proves very effective for surviving at high percents, especially coupled with [[momentum canceling]], a technique introduced as a result of hitstun canceling that significantly extends the durability of characters compared to ''Melee''.
In cases where it is possible, DI in ''Brawl'' is not as useful as it was in ''Melee'' for escaping combos, due to the introduction of [[hitstun]] canceling and slower [[falling speed]]s making them much more difficult nearly to the point of nonexistence. However, DI is easier to perform due to longer [[hitlag]], and still proves very effective for surviving at high percents, especially coupled with [[momentum canceling]], a technique introduced as a result of hitstun canceling that significantly extends the durability of characters compared to ''Melee''.


==In ''[[Super Smash Bros. 4]]''==
==In ''[[Super Smash Bros. 4]]''==

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