Editing Directional influence
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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°, while also depending on how much the control stick is tilted in said direction; tilting it by a lesser amount will cause a weaker deviation. Holding directions that are parallel to the original angle will produce no survival DI at all. Because the possible DI angles are [[Media:Angles.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. | 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°, while also depending on how much the control stick is tilted in said direction; tilting it by a lesser amount will cause a weaker deviation. Holding directions that are parallel to the original angle will produce no survival DI at all. Because the possible DI angles are [[Media:Angles.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. | ||
===DI | ===Types of DI=== | ||
====Survival DI==== | ====Survival DI==== | ||
Survival DI consists of altering the knockback direction towards the upper corners of the screen so that more distance is required to reach the [[blast line]]s, effectively preventing a KO if the knockback was high enough to push the character into them with the original trajectory, but not enough to do so with the new trajectory created by the DI. Usually, if the attack's trajectory is almost entirely vertical, merely holding the control stick horizontally is needed, while if it is more horizontal, it must be held in a diagonally upward angle. | Survival DI consists of altering the knockback direction towards the upper corners of the screen so that more distance is required to reach the [[blast line]]s, effectively preventing a KO if the knockback was high enough to push the character into them with the original trajectory, but not enough to do so with the new trajectory created by the DI. Usually, if the attack's trajectory is almost entirely vertical, merely holding the control stick horizontally is needed, while if it is more horizontal, it must be held in a diagonally upward angle. | ||
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==In ''[[Super Smash Bros. Ultimate]]''== | ==In ''[[Super Smash Bros. Ultimate]]''== | ||
[[File:DI Indicator Ultimate.png|thumb|200px|Luigi (from left to right) using no DI, DI'ing to the left, and DI'ing to the right. Note the lack of an indicator in the first image and an indicator pointing to the left and right in the second and third respectively.]] | [[File:DI Indicator Ultimate.png|thumb|right|200px|Luigi (from left to right) using no DI, DI'ing to the left, and DI'ing to the right. Note the lack of an indicator in the first image and an indicator pointing to the left and right in the second and third respectively.]] | ||
''Ultimate'' reuses the directional influence mechanics from the latest version of ''Smash 4'', with both DI and LSI being present, and the latter still having a restriction for vertical angles. As a new aesthetic indicator, when DI is applied, the game briefly displays a streak of blue light pointing along the character's final launch angle. Additionally, during a [[Special Zoom]] or Finish Zoom, the window for the victim to DI ignores the slowdown effect, preventing them from having more time to DI properly and survive for longer when either event occurs. | ''Ultimate'' reuses the directional influence mechanics from the latest version of ''Smash 4'', with both DI and LSI being present, and the latter still having a restriction for vertical angles. As a new aesthetic indicator, when DI is applied, the game briefly displays a streak of blue light pointing along the character's final launch angle. Additionally, during a [[Special Zoom]] or Finish Zoom, the window for the victim to DI ignores the slowdown effect, preventing them from having more time to DI properly and survive for longer when either event occurs. | ||
==See also== | ==See also== | ||
*[[Angle]] | *[[Angle]] | ||
*[[Momentum canceling]] | *[[Momentum canceling]] | ||
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* [https://youtu.be/7RP3sbS7Dm0#t=2m50s Kadano's guide to DI and its influence on combos and survival] | * [https://youtu.be/7RP3sbS7Dm0#t=2m50s Kadano's guide to DI and its influence on combos and survival] | ||
* [http://smashboards.com/showthread.php?t=60218 Doraki's guide to DI, teching, and crouch cancelling] | * [http://smashboards.com/showthread.php?t=60218 Doraki's guide to DI, teching, and crouch cancelling] | ||
* [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] | ||
* [https://github.com/rubendal/Sm4sh-Calculator/wiki/DI-and-LSI-calculation-and-controller-stick-limits Detailed technical information on DI and LSI in ''Smash 4'', courtesy of Ruben] | * [https://github.com/rubendal/Sm4sh-Calculator/wiki/DI-and-LSI-calculation-and-controller-stick-limits Detailed technical information on DI and LSI in ''Smash 4'', courtesy of Ruben] |