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]]
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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]] (see diagram to the right), 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]] (see diagram to the right), 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.
==In ''SSB4''==
Directional influence acts in a very different way in ''[[Super Smash Bros. 4]]''. Instead of altering the angle of knockback by a limited amount, the player inputs a vector that is added to the vector of knockback. As a result, instead of surviving longer by DI'ing perpendicular to an attack, players survive longer by DI'ing directly against the attack, and can also escape combos by DI'ing in sync with the attack (effectively adding to or subtracting from the knockback instead of reorienting it).
In an attempt to distinguish the new mechanics from the old, some players prefer to call the new form of directional influence "vectoring", or "knockback influence".


==See also==
==See also==
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* [http://www.youtube.com/watch?v=OWAjYxGTmr4 A video that demonstrates the usefulness of DI]
* [http://www.youtube.com/watch?v=OWAjYxGTmr4 A video that demonstrates the usefulness of DI]
* [http://www.smashboards.com/showthread.php?t=232957 Percentages at which certain characters in Brawl can survive using DI]
* [http://www.smashboards.com/showthread.php?t=232957 Percentages at which certain characters in Brawl can survive using DI]
* [http://smashboards.com/threads/vectoring-the-replacement-to-directional-influence-in-smash-4.368780/ Thread on SSB4 mechanics]
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