Smash directional influence: Difference between revisions

You'd be amazed how fast some players can SDI
(Then this must be the issue then. In SSB4 the effect of auto SDI was clearly visible for Giratina's projectile (which has very high SDI), but this is no longer the case in Ultimate, despite the SDI remaining high.)
(You'd be amazed how fast some players can SDI)
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Because of the drastic [[nerf]]s to SDI in ''Smash 4'', there are extremely few attacks against which it is particularly effective, namely {{SSB4|Ryu}}'s light [[up tilt]], and most infamously {{SSB4|Bayonetta}}'s [[After Burner Kick]] and [[Witch Twist]] beginning in update [[1.1.6]], due to their SDI multipliers of 2.5× and 2× (respectively), long freeze frames, and ability to otherwise lead into guaranteed combos that can both rack up significant damage and KO. In other cases, it is generally considered useless due to its negligible effect without an exorbitant amount of SDI pulses, and disregarded in favor of [[DI]] whenever possible. Likewise, ASDI and shield SDI have lost all of their practical usefulness due to their even shorter distance, especially the latter due to not being affected by SDI multipliers that could otherwise increase its distance.
Because of the drastic [[nerf]]s to SDI in ''Smash 4'', there are extremely few attacks against which it is particularly effective, namely {{SSB4|Ryu}}'s light [[up tilt]], and most infamously {{SSB4|Bayonetta}}'s [[After Burner Kick]] and [[Witch Twist]] beginning in update [[1.1.6]], due to their SDI multipliers of 2.5× and 2× (respectively), long freeze frames, and ability to otherwise lead into guaranteed combos that can both rack up significant damage and KO. In other cases, it is generally considered useless due to its negligible effect without an exorbitant amount of SDI pulses, and disregarded in favor of [[DI]] whenever possible. Likewise, ASDI and shield SDI have lost all of their practical usefulness due to their even shorter distance, especially the latter due to not being affected by SDI multipliers that could otherwise increase its distance.


In ''[[Super Smash Bros. Ultimate]]'', SDI retains its shorter distance from ''Smash 4'', and has been further limited. Characters can only SDI by one pulse every 4 freeze frames, and if any SDI inputs occur during these frames, the latest one will be buffered when another SDI pulse is possible. However, as it is impossible for human players to consistently SDI at such a fast speed, this change is considered practically negligible in standard play, only having a major effect in high-leveled [[CPU]] players. Automatic SDI is also no longer affected by SDI multipliers. Despite this, due to the severe nerfs to {{SSBU|Bayonetta}} and {{SSBU|Ryu}} from ''Smash 4'' (especially the former), who were the main characters SDI was impactful against, the technique is generally even less useful; as of the current [[metagame]], its only notable use is to improve the chances of escaping {{SSBU|Pichu}}'s "lightning loops", which involve continuously dragging opponents down with the setup hits of its [[back aerial]] and launching them back up with its [[up tilt]].
In ''[[Super Smash Bros. Ultimate]]'', SDI retains its shorter distance from ''Smash 4'', and has been further limited. Characters can only SDI by one pulse every 4 freeze frames, and if any SDI inputs occur during these frames, the latest one will be buffered when another SDI pulse is possible. However, as it is difficult for human players to consistently SDI at such a fast speed, this change is considered very minor in standard play, only having a major effect in high-leveled [[CPU]] players. Automatic SDI is also no longer affected by SDI multipliers. Additionally, due to the severe nerfs to {{SSBU|Bayonetta}} and {{SSBU|Ryu}} from ''Smash 4'' (especially the former), who were the main characters SDI was impactful against, the technique is generally even less useful; as of the current [[metagame]], its only notable use is to improve the chances of escaping {{SSBU|Pichu}}'s "lightning loops", which involve continuously dragging opponents down with the setup hits of its [[back aerial]] and launching them back up with its [[up tilt]].


==Trivia==
==Trivia==