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. |