Smash directional influence: Difference between revisions

SDI wasn't made useless in Smash 4 and can still be utilized to escape combos.
(Dunno what the deal with this is)
(SDI wasn't made useless in Smash 4 and can still be utilized to escape combos.)
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In ''Smash 4'', SDI has been significantly weakened. The distance characters can shift in a direction is now 2 units per SDI pulse (down from 6), and 1.33 units with ASDI (down from 3), which drastically reduces the distance of shield SDI as well. Additionally, many multi-hit moves with above-average SDI multipliers in ''Brawl'', such as the aforementioned Mario's down aerial and Pit's neutral aerial, have had them reduced to normal or below-average (0.8× in the case of both moves). Lastly, double-stick SDI from ''Brawl'' is no longer possible, as SDI inputs with the C-stick are only accounted for if the control stick is in a neutral position, and vice versa. Combined with the [[autolink angle]]'s noticeable improvements and much wider distribution in ''Smash 4'', multi-hit moves are much harder to SDI out of than ever, with autolinking ones becoming impossible to escape should the player utilize them properly, thus indirectly [[buff]]ing them. These changes are so drastic that players of the demo at [[E3 2014]] initially thought SDI was removed completely, though videos later on would show that SDI did still exist, just in a much weaker state.
In ''Smash 4'', SDI has been significantly weakened. The distance characters can shift in a direction is now 2 units per SDI pulse (down from 6), and 1.33 units with ASDI (down from 3), which drastically reduces the distance of shield SDI as well. Additionally, many multi-hit moves with above-average SDI multipliers in ''Brawl'', such as the aforementioned Mario's down aerial and Pit's neutral aerial, have had them reduced to normal or below-average (0.8× in the case of both moves). Lastly, double-stick SDI from ''Brawl'' is no longer possible, as SDI inputs with the C-stick are only accounted for if the control stick is in a neutral position, and vice versa. Combined with the [[autolink angle]]'s noticeable improvements and much wider distribution in ''Smash 4'', multi-hit moves are much harder to SDI out of than ever, with autolinking ones becoming impossible to escape should the player utilize them properly, thus indirectly [[buff]]ing them. These changes are so drastic that players of the demo at [[E3 2014]] initially thought SDI was removed completely, though videos later on would show that SDI did still exist, just in a much weaker state.


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 hitlag, 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 significant [[nerf]]s to SDI in ''Smash 4'', there are few attacks against which it is noticeably effective, such as {{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 hitlag, and ability to otherwise lead into guaranteed combos that can both rack up significant damage and KO. Despite the nerfs however, SDI can still be effective in escaping long combos, such as with the game's notorious [[ladder combo]]s, as even the decreased distance of SDI can be enough to push a character out of a followup move's reach, especially after SDIing several consecutive hits. ASDI and shield SDI have lost most 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, though again there are situations where they can still make a difference.


===''Super Smash Bros. Ultimate''===
===''Super Smash Bros. Ultimate''===
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*Since version {{SSBU|4.0.0}}, characters with [[passive shield]]s (namely {{SSBU|Hero}}, {{SSBU|Link}}, {{SSBU|Toon Link}}, and {{SSBU|Young Link}}) can also shield SDI if they block a projectile with them.
*Since version {{SSBU|4.0.0}}, characters with [[passive shield]]s (namely {{SSBU|Hero}}, {{SSBU|Link}}, {{SSBU|Toon Link}}, and {{SSBU|Young Link}}) can also shield SDI if they block a projectile with them.


As a result, while SDI remains considerably limited in utility (coupled with the nerfs to {{SSBU|Bayonetta}} and {{SSBU|Ryu}}, especially the former, who the technique in ''Smash 4'' was particularly potent against), it is generally more effective for escaping long sequences of multi-hit attacks. Much like DI gaining a visual indicator in the form of a bright blue streak of light, SDI has gained a visual indicator manifesting itself in the form of a crescent shape angle reader when performed, allowing players to see which direction their opponent is going.
As a result, while SDI remains more limited in utility compared to the pre-''Smash 4'' games, it is generally more effective for escaping long sequences of multi-hit attacks than it was in ''Smash 4'', and the general greater prominence of long combos in ''Ultimate'' has also increased its utility compared to ''Smash 4''. Much like DI gaining a visual indicator in the form of a bright blue streak of light, SDI has gained a visual indicator manifesting itself in the form of a crescent shape angle reader when performed, allowing players to see which direction their opponent is going, though this is generally too quick for players to react to except for with moves that have extremely long hitlag, such as with {{SSBU|Samus}}' [[Samus (SSBU)/Neutral special|Charge Shot]].


==Trivia==
==Trivia==