Directional influence: Difference between revisions

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[[Image:Directional influence example.png|thumb|Mewtwo's down smash, DI'd up by one Mario, down by another, and not at all by a third]]
[[Image:Directional influence example.png|thumb|Mewtwo's down smash, DI'd up by one Mario, down by another, and not at all by a third]]
{{technical data|Many technical details seem left out}}
{{technical data|Many technical details seem left out}}
'''Directional influence''', abbreviated '''DI''', is the control the receiver of an attack has over his or her trajectory. Each attack sends its target in a particular direction, depending on the attack itself and on the target's [[weight]] and [[falling speed]]; DI can be used to alter, but not completely negate, this trajectory. This change, however, can be vital to surviving high-power attacks such as [[Fox]]'s [[up smash]], and for escaping [[combo]]s such as [[Jigglypuff]]'s [[space animal slayer]], among many others. DI is most useful to make the character move into a trajectory being as far to the blast line as possible. "Good DI" is when a character is sent in a trajectory that creates the greatest distance between the character and the blast line. In most situations, angling towards the upper-left or upper-right corners provides the best DI near the center of the stage, but the ideal angle of DI varies depending on the character's position on the screen. Conversely, "poor DI" (commonly known as "PatG DI" and various other names) is when the angle of trajectory creates the shortest distance between the character and the blast line, or the angle sends the player into a position they cannot recover from when they would normally easily recover from the blow (such as down and away from the stage). Bad DI that results in a death commonly occurs near the sides of the stage, when a character is hit diagonally while holding the [[Control Stick]] downward (commonly as a result of intentional [[fastfalling]]), which sends them on a more horizontal trajectory, towards the closest blast line.
'''Directional influence''', abbreviated '''DI''', is the control the receiver of an attack has over his or her trajectory. Each attack sends its target in a particular direction, depending on the attack itself and on the target's [[weight]] and [[falling speed]]; DI can be used to alter, but not completely negate, this trajectory. This change, however, can be vital to surviving high-power attacks such as [[Fox]]'s [[up smash]], and for escaping [[combo]]s such as [[Jigglypuff]]'s [[space animal slayer]], among many others. DI is most useful to make the character move into a trajectory being as far to the blast line as possible. "Good DI" is when a character is sent in a trajectory that creates the greatest distance between the character and the blast line. In most situations, angling towards the upper-left or upper-right corners provides the best DI near the center of the stage, but the ideal angle of DI varies depending on the character's position on the screen. Conversely, "poor DI" (sometimes known as "PatG DI" after a smasher with [https://www.youtube.com/watch?v=0FmDM4TDkSI particularly poor DI]) is when the angle of trajectory creates the shortest distance between the character and the blast line, or the angle sends the player into a position they cannot recover from when they would normally easily recover from the blow (such as down and away from the stage). Bad DI that results in a death commonly occurs near the sides of the stage, when a character is hit diagonally while holding the [[Control Stick]] downward (commonly as a result of intentional [[fastfalling]]), which sends them on a more horizontal trajectory, towards the closest blast line.


In ''Brawl'', the following are the most common ways of utilizing directional influence for surviving KO attacks:
In ''Brawl'', the following are the most common ways of utilizing directional influence for surviving KO attacks: