Smash directional influence: Difference between revisions

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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 freeze frames, 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 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 freeze frames, 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.


In ''[[Super Smash Bros. Ultimate]]'', SDI retains its shorter distance from ''Smash 4'', and has been further limited. Characters can only SDI by one pulse every 4 freeze frames, and if any SDI inputs occur during these frames, the latest one will be buffered when another SDI pulse is possible. However, as it is difficult for human players to consistently SDI at such a fast speed, this change is considered somewhat minor in standard play. Notably, this limit does not apply to shield SDI, making it comparatively stronger than in ''Smash 4'' due to the increased [[hitlag]] in ''Ultimate''. Automatic SDI has also been weakened drastically, now being essentially negligible. Additionally, due to the severe nerfs to {{SSBU|Bayonetta}} and {{SSBU|Ryu}} from ''Smash 4'' (especially the former), who were the main characters SDI was impactful against, the technique is generally even less useful; as of the current [[metagame]], its only notable use is to improve the chances of escaping {{SSBU|Pichu}}'s "lightning loops", which involve continuously dragging opponents down with the setup hits of its [[back aerial]] and launching them back up with its [[up tilt]]. Additionally, due to a new mechanic in ''Ultimate'' which increases the strength of SDI over time against consecutive grounded hits, SDI has some use for escaping rapid jabs as well, most notably allowing players to escape Isabelle's jab wobble after having been hit a few times.
In ''[[Super Smash Bros. Ultimate]]'', SDI retains its shorter distance from ''Smash 4'', and has been further limited. Characters can only SDI by one pulse every 4 freeze frames, and if any SDI inputs occur during these frames, the latest one will be buffered when another SDI pulse is possible. However, as it is difficult for human players to consistently SDI at such a fast speed, this change is considered somewhat minor in standard play. Notably, this limit does not apply to shield SDI, making it comparatively stronger than in ''Smash 4'' due to the increased [[hitlag]] in ''Ultimate''. Automatic SDI has also been weakened drastically, now being essentially negligible. Additionally, due to the severe nerfs to {{SSBU|Bayonetta}} and {{SSBU|Ryu}} from ''Smash 4'' (especially the former), who were the main characters SDI was impactful against, the technique is generally even less useful; as of the current [[metagame]], its only notable use is to improve the chances of escaping {{SSBU|Pichu}}'s "lightning loops", which involve continuously dragging opponents down with the setup hits of its [[back aerial]] and launching them back up with its [[up tilt]]. Additionally, due to a new mechanic in ''Ultimate'' which increases the strength of SDI over time against consecutive grounded hits, SDI has some use for escaping rapid jabs as well, most notably allowing players to escape Isabelle's jab wobble after having been hit a few times. Much like DI, SDI has gained a visual indicator when performed, allowing players to see which direction their opponent is going.


==Trivia==
==Trivia==
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