Directional influence: Difference between revisions

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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]]''==