Directional influence: Difference between revisions

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==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==
[[File:DI Indicator Ultimate.png|thumb|right|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.]]
[[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.