Directional influence: Difference between revisions

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(→‎DI in Super Smash Bros. Melee: mentioned combo and survival DI)
m (→‎DI in Super Smash Bros. Melee: placed directions.png higher up)
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==DI in ''[[Super Smash Bros. Melee]]''==
==DI in ''[[Super Smash Bros. Melee]]''==
[[File:Directions.png|thumb|A diagram of the directions ''Melee'' uses for DI, [[up special move]] angles, and numerous other things.]]
===Survival DI===
===Survival DI===
Survival DI alters the knockback direction towards the upper corners of the screen so that blastzones are escaped, preventing a kill if the amount of knockback wasn't too high.  
Survival DI alters the knockback direction towards the upper corners of the screen so that blastzones are escaped, preventing a kill if the amount of knockback wasn't too high.  
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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.
===Mechanics===
===Mechanics===
[[File:Directions.png|thumb|A diagram of the directions ''Melee'' uses for DI, [[up special move]] angles, and numerous other things.]]
To determine the effective trajectory, the position of the control stick is read on the last frame of hitlag. [[ASDI]] is usually triggered by this as well. The highest deviation of trajectory is produced by directions perpendicular to the original knockback angle of the hitbox and amounts to approximately 18°. Holding directions that are parallel to the original angle will produce no trajectory DI at all.  
To determine the effective trajectory, the position of the control stick is read on the last frame of hitlag. [[ASDI]] is usually triggered by this as well. The highest deviation of trajectory is produced by directions perpendicular to the original knockback angle of the hitbox and amounts to approximately 18°. Holding directions that are parallel to the original angle will produce no trajectory DI at all.  
Because the possible DI angles are [[Media:Directions.png|not distributed equally]], knockback angles within 17° of vertical or horizontal can be trajectory DI'd to a lesser degree, as no true correspondent perpendicular angle is available.
Because the possible DI angles are [[Media:Directions.png|not distributed equally]], knockback angles within 17° of vertical or horizontal can be trajectory DI'd to a lesser degree, as no true correspondent perpendicular angle is available.