Smash directional influence: Difference between revisions

Removed fallacious remark. Knockback velocity is decided on hit, before any SDI can be applied. Also any hit that bounces a victim up from floor immediately puts them to air with upward kb in any case.
(minor accuracy updates)
(Removed fallacious remark. Knockback velocity is decided on hit, before any SDI can be applied. Also any hit that bounces a victim up from floor immediately puts them to air with upward kb in any case.)
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In ''Brawl'', the C-stick can assist in SDI. So-called double-stick SDI utilizes the C-stick's ability to override the control stick by holding one of the sticks in one direction and utilizing quarter-stick DI with the other.
In ''Brawl'', the C-stick can assist in SDI. So-called double-stick SDI utilizes the C-stick's ability to override the control stick by holding one of the sticks in one direction and utilizing quarter-stick DI with the other.


Whenever a character is hit on the ground by an attack that does not lift them off it, such as a weak [[meteor smash]] or move that launches at the [[Sakurai angle]], they can only leave ground horizontally, not vertically. This prevents them from SDIing upward and going airborne before getting launched by the attack, potentially allowing them to immediately land and cancel [[hitstun]] or avoid being launched upward by a meteor smash. When grounded, the horizontal component of a diagonal SDI vector still moves the character, only vertical component is negated. Consequently, quarter circle SDI and other methods to perform multiple SDI inputs still work.
Whenever a character is hit on the ground by an attack that does not lift them off it, such as a weak [[meteor smash]] or move that launches at the [[Sakurai angle]], they can only leave ground horizontally, not vertically. This prevents them from SDIing upward and going airborne before getting launched by the attack, potentially allowing them to immediately land and cancel [[hitstun]]. When grounded, the horizontal component of a diagonal SDI vector still moves the character, only vertical component is negated. Consequently, quarter circle SDI and other methods to perform multiple SDI inputs still work.


As SDI is performed during [[freeze frames]], a move is easier to SDI the more freeze frames it inflicts, and impossible to SDI if it has less than two freeze frames. This is also why the mechanic is more effective against multi-hit moves, as each hit puts the opponent in freeze frames and thus extends the total amount.
As SDI is performed during [[freeze frames]], a move is easier to SDI the more freeze frames it inflicts, and impossible to SDI if it has less than two freeze frames. This is also why the mechanic is more effective against multi-hit moves, as each hit puts the opponent in freeze frames and thus extends the total amount.
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