Directional influence: Difference between revisions

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→‎DI in Super Smash Bros. Melee: Added a section titled "DI mix ups" that emphisizes the fact that combo DI is bad survival DI and vice versa
m (Correct me if I'm wrong, but this looks okay to me (but what do I know, DI sounds to me like something you eat...).)
m (→‎DI in Super Smash Bros. Melee: Added a section titled "DI mix ups" that emphisizes the fact that combo DI is bad survival DI and vice versa)
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Most of the time, combo DI is as simple as holding left or right in the knockback direction. Against characters like {{SSBM|Captain Falcon}} who have aerials with high knockback and low ending lag, it is often hard to decide between survival DI and combo DI. While combo DI might escape a consecutive hit, it might also be enough to pass the horizontal blast zones and die. Survival DI ensures that doesn't happen, but it will make it easy for Captain Falcon to land another aerial.
Most of the time, combo DI is as simple as holding left or right in the knockback direction. Against characters like {{SSBM|Captain Falcon}} who have aerials with high knockback and low ending lag, it is often hard to decide between survival DI and combo DI. While combo DI might escape a consecutive hit, it might also be enough to pass the horizontal blast zones and die. Survival DI ensures that doesn't happen, but it will make it easy for Captain Falcon to land another aerial.
===DI Mix ups===
Because survival DI generally involves DI-ing up and in and combo DI generally involves DI-ing up and away, the combo game in Melee often comes down to a series of DI mixups. Using survival DI on a weak hit can lead to easy follow ups by the opponent while using combo DI on a strong move can result in dying at extremely low percents. This constant mix up is one of the main reasons for bad DI seen in high level Melee.


===Mechanics===
===Mechanics===
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