Editing Directional influence

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Directional influence does not exist in the original ''Super Smash Bros.''; only [[smash directional influence]] does. Coupled with [[hitstun]] being much higher than in later installments, this contributes to the ease of combos in said game; there is usually no way for a character to escape a combo once it has been started, often leading to a [[zero-to-death]].
Directional influence does not exist in the original ''Super Smash Bros.''; only [[smash directional influence]] does. Coupled with [[hitstun]] being much higher than in later installments, this contributes to the ease of combos in said game; there is usually no way for a character to escape a combo once it has been started, often leading to a [[zero-to-death]].


An advanced technique exclusive to this game, known as '''Ledge DI''', involves using SDI into the lower right portion of the ledge. If done correctly, the fighter would [https://www.youtube.com/watch?v=Q5PXMM4yU_8 pop upward back onto the stage].
An advanced technique exclusive to this game, known as [[Ledge DI]], involves using SDI into the lower right portion of the ledge. If done correctly, the fighter would [https://www.youtube.com/watch?v=Q5PXMM4yU_8 pop upward back onto the stage].


==In ''[[Super Smash Bros. Melee]]''==
==In ''[[Super Smash Bros. Melee]]''==
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The narrower angle change provided by DI in ''Smash 4'', coupled with LSI's aforementioned effects, significantly reduce its effectiveness for escaping combos and surviving KO moves for longer, as less space is created between the victim and an attacker wishing to continue a combo, while DIing horizontal launchers at high angles to prevent [[edgeguard]]s and center stage KOs now results in increased distance away from the stage and the resulting angle not being as vertical as before. DI continues to be a useful technique in competitive play regardless, however, as it still has a significant effect in moderately strong moves that can otherwise secure KOs under certain conditions, such as [[throw]]s boosted by [[rage]] near the edge, and with the changes to [[hitstun]] canceling from ''Brawl'' making true combos prevalent again, it can be used to avoid certain deadly setups and/or 50-50s such as {{SSB4|Captain Falcon}}'s {{mvsub|Captain Falcon|SSB4|down throw}} into [[Knee Smash]] from a dash grab.
The narrower angle change provided by DI in ''Smash 4'', coupled with LSI's aforementioned effects, significantly reduce its effectiveness for escaping combos and surviving KO moves for longer, as less space is created between the victim and an attacker wishing to continue a combo, while DIing horizontal launchers at high angles to prevent [[edgeguard]]s and center stage KOs now results in increased distance away from the stage and the resulting angle not being as vertical as before. DI continues to be a useful technique in competitive play regardless, however, as it still has a significant effect in moderately strong moves that can otherwise secure KOs under certain conditions, such as [[throw]]s boosted by [[rage]] near the edge, and with the changes to [[hitstun]] canceling from ''Brawl'' making true combos prevalent again, it can be used to avoid certain deadly setups and/or 50-50s such as {{SSB4|Captain Falcon}}'s {{mvsub|Captain Falcon|SSB4|down throw}} into [[Knee Smash]] from a dash grab.


During the initial release of {{for3ds}}, LSI affected any angle with no restriction, giving it a significant effect on moves with largely vertical angles, while not incurring any significant compromise in DI due to the control stick already having to be held entirely vertically to achieve the full effect of LSI. More specifically, vertical finishers (like most [[up smash]]es) and [[meteor smash]]es could be survived for longer by holding down, while vertical combo moves (like most [[down throw]]s) would stop working earlier if the victim held up to be launched farther away from the attacker via LSI. Starting in patch [[1.0.4]], LSI has no effect if the launch angle is between 65° and 115°, or between 245° and 295°, preventing such moves from having their knockback altered by it and leaving DI as the only other, much less significant option against them.<ref>[https://twitter.com/Ruben_dal/status/820897784496852992 Ruben on Twitter: "In the meantime visuals to understand LSI: how it works, its conditions and multiplier formula"]</ref> However, this restriction takes DI into account rather than reading the base angle, which allows moves with angles differing from any of these thresholds by less than ≈9.74° (the highest angle difference caused by DI), such as 73°, to still fall out of range and be affected by LSI, disproportionately so compared to moves with other launch angles. The most notable example of this fault is {{SSB4|Charizard}}'s {{mvsub|Charizard|SSB4|up throw}}, which can normally KO at around 125%, but due to its angle of 70°, DIing it at roughly 295° deviates it enough to get it out of the LSI-disabled range and therefore creates both optimal DI and LSI, rendering the move unable to KO until around 155%; this is in stark contrast to {{SSB4|Mewtwo}}'s {{mvsub|Mewtwo|SSB4|up throw}}, which due to its angle of 90°, is immune to LSI and barely affected by DI, only KOing 4% later with the latter in effect.
During the initial release of {{for3ds}}, LSI affected any angle with no restriction, giving it a significant effect on moves with largely vertical angles, while not incurring any significant compromise in DI due to the control stick already having to be held entirely vertically to achieve the full effect of LSI. More specifically, vertical finishers (like most [[up smash]]es) and [[meteor smash]]es could be survived for longer by holding down, while vertical combo moves (like most [[down throw]]s) would stop working earlier if the victim held up to be launched farther away from the attacker via LSI. Starting in patch [[1.0.4]], LSI has no effect if the launch angle is between 65° and 115°, or between 245° and 295°, preventing such moves from having their knockback altered by it and leaving DI as the only other, much less significant option against them.<ref>[https://twitter.com/Ruben_dal/status/820897784496852992 Ruben on Twitter: "In the meantime visuals to understand LSI: how it works, its conditions and multiplier formula"]</ref> However, this restriction takes DI into account rather than reading the base angle, which allows moves with angles differing from any of these thresholds by less than 10° (such as 74°) to still fall out of range and be affected by LSI, disproportionately so compared to moves with other launch angles. The most notable example of this fault is {{SSB4|Charizard}}'s {{mvsub|Charizard|SSB4|up throw}}, which can normally KO at around 125%, but due to its angle of 70°, DIing it at roughly 295° deviates it enough to get it out of the LSI-disabled range and therefore creates both optimal DI and LSI, rendering the move unable to KO until around 155%; this is in stark contrast to {{SSB4|Mewtwo}}'s {{mvsub|Mewtwo|SSB4|up throw}}, which due to its angle of 90°, is immune to LSI and barely affected by DI, only KOing 4% later with the latter in effect.


==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==
[[File:DI Indicator Ultimate.png|thumb|200px|Luigi (from left to right) using no DI, DI'ing to the left, and DI'ing to the right. Note the lack of an indicator in the first image and an indicator pointing to the left and right in the second and third respectively.]]
''Ultimate'' reuses the directional influence mechanics from the latest version of ''Smash 4'', with both DI and LSI being present, and the latter still having a restriction for vertical angles. As a new aesthetic indicator, when DI is applied, the game briefly displays a streak of blue light pointing along the character's final launch angle. Additionally, during a [[Special Zoom]] or Finish Zoom, the window for the victim to DI ignores the slowdown effect, preventing them from having more time to DI properly and survive for longer when either event occurs.
''Ultimate'' reuses the directional influence mechanics from the latest version of ''Smash 4'', with both DI and LSI being present, and the latter still having a restriction for vertical angles. As a new aesthetic indicator, when DI is applied, the game briefly displays a streak of blue light pointing along the character's final launch angle. Additionally, during a [[Special Zoom]] or Finish Zoom, the window for the victim to DI ignores the slowdown effect, preventing them from having more time to DI properly and survive for longer when either event occurs.
<gallery>
File:DI-UltimateNone.jpg|Mario's [[up smash]] without DI. The DI indicator is not visible.
File:DI-UltimateLeft.jpg|Mario's up smash DI'd left. Note the blue light streak pointing along the final trajectory.
File:DI-UltimateRight.jpg|Mario's up smash DI'd right. The indicator is pointed to the right at a slightly lower angle.
</gallery>


==See also==
==See also==
*[[Angle]]
*[[Angle]]
*[[Smash directional influence]]
*[[Momentum canceling]]
*[[Momentum canceling]]


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* [https://youtu.be/7RP3sbS7Dm0#t=2m50s Kadano's guide to DI and its influence on combos and survival]
* [https://youtu.be/7RP3sbS7Dm0#t=2m50s Kadano's guide to DI and its influence on combos and survival]
* [http://smashboards.com/showthread.php?t=60218 Doraki's guide to DI, teching, and crouch cancelling]
* [http://smashboards.com/showthread.php?t=60218 Doraki's guide to DI, teching, and crouch cancelling]
* [http://www.youtube.com/watch?v=OWAjYxGTmr4 A video that demonstrates the usefulness of DI]
* [http://www.smashboards.com/showthread.php?t=232957 Percentages at which certain characters in ''Brawl'' can survive using DI]
* [http://www.smashboards.com/showthread.php?t=232957 Percentages at which certain characters in ''Brawl'' can survive using DI]
* [https://github.com/rubendal/Sm4sh-Calculator/wiki/DI-and-LSI-calculation-and-controller-stick-limits Detailed technical information on DI and LSI in ''Smash 4'', courtesy of Ruben]
* [https://github.com/rubendal/Sm4sh-Calculator/wiki/DI-and-LSI-calculation-and-controller-stick-limits Detailed technical information on DI and LSI in ''Smash 4'', courtesy of Ruben]

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