Editing Smash directional influence

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Despite its name, SDI is not a subtype of [[directional influence]] (or DI), but a different mechanic altogether that can be performed under the same circumstances. The major difference is that, while DI changes the trajectory a character is launched in, SDI changes a character's position before launch. DI does not exist in the original ''[[Super Smash Bros.]]'', while SDI does; as a result, SDI in ''Super Smash Bros.'' is often referred to as simply "DI".
Despite its name, SDI is not a subtype of [[directional influence]] (or DI), but a different mechanic altogether that can be performed under the same circumstances. The major difference is that, while DI changes the trajectory a character is launched in, SDI changes a character's position before launch. DI does not exist in the original ''[[Super Smash Bros.]]'', while SDI does; as a result, SDI in ''Super Smash Bros.'' is often referred to as simply "DI".


The mechanics of SDI operate by shifting the character by a vector determined by the control stick. SDI is applied on every frame a control stick vector of sufficient length is input, in a new direction on either horizontal or vertical axis. As a result, repeatedly tapping in one direction will move the character much farther than simply holding the stick in that direction. In addition, because diagonals have both horizontal and vertical components, changing from an orthogonal position to an adjacent diagonal one will generate a new SDI input, while changing from a diagonal position to an adjacent orthogonal one will not. This results in a technique called '''quarter-circle DI''', which involves quickly rotating the stick between two orthogonal positions for increased distance. Quarter-circle DI was introduced to the United States by Japanese smasher {{Sm|Captain Jack}} and was once known as Japanese DI.
The mechanics of SDI operate by shifting the character by a vector determined by the control stick. SDI is applied on every frame a control stick vector of sufficient length is input, in a new direction on either horizontal or vertical axis. As a result, repeatedly tapping in one direction will move the character much farther than simply holding the stick in that direction. In addition, because diagonals have both horizontal and vertical components, changing from an orthogonal position to an adjacent diagonal one will generate a new SDI input, while changing from a diagonal position to an adjacent orthogonal one will not. This results in a technique called quarter-circle DI, which involves quickly rotating the stick between two orthogonal positions for increased distance. Quarter-circle DI was introduced to the United States by Japanese smasher {{Sm|Captain Jack}} and was once known as Japanese DI.


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]]. 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. In ''Ultimate'' when hit with a move that will lift the victim off the ground, it is possible to SDI upwards only if the first SDI input is made on exactly frame 2 of hitlag, and it is in an upwards direction. Doing so lifts the opponent off the ground during hitlag, allowing for further upwards SDI inputs to be made. Notably, this allows opponents to jump out of fast hitting moves such as {{SSBU|Ryu}}'s down tilt which would otherwise force a landing during hitstun, before hitting the ground, as they will be launched from higher up, and thus the hitstun will end before they land. However, due to the frame perfect timing required, which also demands a correct prediction of what move will hit the victim and on what frame, this has little to no utility in realistic circumstances. The opponent can still SDI off the grounds when hit by an [[electric]] attack.
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. In ''Ultimate'' when hit with a move that will lift the victim off the ground, it is possible to SDI upwards only if the first SDI input is made on exactly frame 2 of hitlag, and it is in an upwards direction. Doing so lifts the opponent off the ground during hitlag, allowing for further upwards SDI inputs to be made. Notably, this allows opponents to jump out of fast hitting moves such as {{SSBU|Ryu}}'s down tilt which would otherwise force a landing during hitstun, before hitting the ground, as they will be launched from higher up, and thus the hitstun will end before they land. However, due to the frame perfect timing required, which also demands a correct prediction of what move will hit the victim and on what frame, this has little to no utility in realistic circumstances.


As SDI is performed during hitlag, a move is easier to SDI the more hitlag it inflicts, and impossible to SDI if it has less than two frames of hitlag. This is also why the mechanic is more effective against multi-hit moves, as each hit puts the opponent in hitlag and thus extends the total amount.
As SDI is performed during hitlag, a move is easier to SDI the more hitlag it inflicts, and impossible to SDI if it has less than two frames of hitlag. This is also why the mechanic is more effective against multi-hit moves, as each hit puts the opponent in hitlag and thus extends the total amount.
Exceptional displays of SDI are known by some as "Wizzy SDI,” (in Melee) or “Doom SDI" (in Brawl), named after Wizzrobe and Mr. Doom respectively, who have been renowned for their ability to repeatedly perform TAS-like SDI in matches. Wizzrobe's method of SDI is most commonly referred to as '''wank DI,''' this method dates back to Smash 64 as there is no DI mechanic in the game, only SDI, so players had to develop the wank DI method to more easily escape combos.  The top-level smasher, aMSa informed Wizzrobe that wank DI was also in Melee, and taught him how to do it. In order to wank DI, instead of moving the control stick with one's thumb, the player must change their grip and hold the controller with one hand while pressing their thumb against the control stick with the other hand and then shake the controller in a sort of 'wanking' motion, hence the name.


==Variants of SDI==
==Variants of SDI==
===Forbidden SDI===
In ''Melee'', there are two very similar and related mechanics that are both given the same name of '''forbidden SDI''', since they cancel out or alter an SDI input. As mentioned in the previous section, when grounded and hit by a move that doesn't launch the player upward, such as [[Fox (SSBM)/Down special|Fox's shine]], the player is unable to SDI up and off the ground. In contrast, when in the air, the player cannot SDI down into the ground. Just like a forbidden grounded vertical SDI input, this was put in place to deny the victim from performing an air-to-ground transition.
===Automatic smash directional influence===
===Automatic smash directional influence===
'''Automatic smash directional influence''' ('''ASDI''' for short) is a weaker variant of SDI. Once a character's hitlag is over, they shift slightly in whatever direction the control stick is currently held, by a shorter distance than an SDI input. If the C-stick is also being held in a direction, it will override the control stick's input, allowing the player to [[DI]] in another direction simultaneously. ASDI is significantly less useful than regular SDI and is generally ignored, as any stick position during this time is likely to be attempted at regular DI. In ''[[Super Smash Bros. Melee]]'', however, it is an important factor in [[crouch canceling]], as well as a powerful [[neutral game|neutral]] option; this is because the air-to-ground rule of '''forbidden SDI''' does not apply to ASDI, letting a character land on the ground immediately, a technique known as '''ASDI-down'''. If the character wasn't knocked down, the landing cancels hitstun, and thus allows them to retaliate against attacks much quicker than usual. It is often used in place of crouch cancelling against moves that have the [[Sakurai Angle]], such as the weak hit of Marth's [[Dolphin Slash]], as at specific percents they are impossible to crouch cancel. It is additionally key in utilizing techniques like [[Tech#Rolling_tech|Amsah techs]] and [[Slideoff DI]], which use ASDI-down to create tech scenarios and escape combos respectively.
'''Automatic smash directional influence''' ('''ASDI''' for short) is a weaker variant of SDI. Once a character's hitlag is over, they shift slightly in whatever direction the control stick is currently held, by a shorter distance than an SDI input. If the C-stick is also being held in a direction, it will override the control stick's input, allowing the player to [[DI]] in another direction simultaneously. ASDI is significantly less useful than regular SDI and is generally ignored, as any stick position during this time is likely to be attempted at regular DI. In ''[[Super Smash Bros. Melee]]'', however, it is an important factor in [[crouch canceling]]. It is often used in place of crouch cancelling against moves that have the [[Sakurai Angle]], such as the weak hit of Marth's [[Dolphin Slash]], as at specific percents they are impossible to crouch cancel. The downward shift from ASDI down may allow a character to land on the ground immediately. If the character wasn't knocked down, the landing cancels hitstun, and thus allows them to retaliate against attacks much quicker than usual. It is additionally key in utilizing techniques like [[Tech#Rolling_tech|Amsah techs]] and [[Slideoff DI]], which use ASDI to create tech scenarios and escape combos respectively.


===Shield smash directional influence===
===Shield smash directional influence===
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In ''Ultimate'', SDI retains its shorter distance from ''Smash 4'', and has received various other adjustments:
In ''Ultimate'', SDI retains its shorter distance from ''Smash 4'', and has received various other adjustments:
*Each time an SDI input is made, the next input is not registered until 4 frames later, and if any SDI inputs occur during these frames, the latest one is 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 generally considered minor. Notably, this limit does not apply to shield SDI, making it comparatively stronger than in ''Smash 4'' due to the increased hitlag in ''Ultimate''.
*Each time an SDI input is made, the next input is not registered until 4 frames later, and if any SDI inputs occur during these frames, the latest one is 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 generally considered minor. Notably, this limit does not apply to shield SDI, making it comparatively stronger than in ''Smash 4'' due to the increased hitlag in ''Ultimate''.
*ASDI has been removed almost entirely, only applicable on moves with an electric, [[paralyze]], or [[crumple]] effect, and a special attack effect only used for [[Kazuya (SSBU)|Kazuya's]] 10-hit combo, further limiting its application. Oddly enough, it now applies twice against moves with these effects. It also oddly still seems to apply for [[Final Edge]].
*ASDI has been removed almost entirely, only applicable on moves with an [[electric]], [[paralyze]], or [[crumple]] effect, and a special attack effect only used for [[Kazuya (SSBU)|Kazuya's]] 10-hit combo, further limiting its application. Oddly enough, it now applies twice against moves with these effects. It also oddly still seems to apply for [[Final Edge]].
*For every five consecutive hits a character takes, the SDI distance for the next five hits is increased by 1.15×. As a result, the longer a character is trapped in a multi-hit attack, such as a [[rapid jab]], the easier it is to escape with SDI.
*For every five consecutive hits a character takes, the SDI distance for the next five hits is increased by 1.15×. As a result, the longer a character is trapped in a multi-hit attack, such as a [[rapid jab]], the easier it is to escape with SDI.
*If a character is hit at least 20 times, they are allowed to SDI upward even if the attack would keep them on the ground, which otherwise prevents vertical SDI, and thus go airborne. While this has very limited practical utility, it notably allows characters to escape {{SSBU|Isabelle}}'s "Wobbelle" setup, which involves her trapping opponents at the edge with repeated hits of her [[neutral attack]], due to its combination of low knockback and high [[hitstun]].
*If a character is hit at least 20 times, they are allowed to SDI upward even if the attack would keep them on the ground, which otherwise prevents vertical SDI, and thus go airborne. While this has very limited practical utility, it notably allows characters to escape {{SSBU|Isabelle}}'s "Wobbelle" setup, which involves her trapping opponents at the edge with repeated hits of her [[neutral attack]], due to its combination of low knockback and high [[hitstun]].
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==Trivia==
==Trivia==
*Exceptional displays of SDI are known by some as "Wizzy SDI” (in ''Melee'') or “Doom SDI" (in ''Brawl''), named after {{Sm|Wizzrobe}} and {{Sm|Mr. Doom}} respectively, who have been renowned for their ability to repeatedly perform [[TAS]]-like SDI in matches.
*Due to SDI's notoriety as a counterplay technique against {{SSB4|Bayonetta}} in ''Smash 4'' (because of her ability to easily set up [[ladder combo]]s that can lead to early KOs otherwise), the phrase "just SDI" has become infamous among the community as satirical advice for players who have trouble against the character. SDI in general is also commonly associated with Bayonetta as a result, to the extent that the [[Palutena's_Guidance#Bayonetta|Palutena's Guidance for Bayonetta in ''Ultimate'']] references it, with Viridi noting that to escape Bayonetta's combos, players should "just[...]wiggle around or something."
*Due to SDI's notoriety as a counterplay technique against {{SSB4|Bayonetta}} in ''Smash 4'' (because of her ability to easily set up [[ladder combo]]s that can lead to early KOs otherwise), the phrase "just SDI" has become infamous among the community as satirical advice for players who have trouble against the character. SDI in general is also commonly associated with Bayonetta as a result, to the extent that the [[Palutena's_Guidance#Bayonetta|Palutena's Guidance for Bayonetta in ''Ultimate'']] references it, with Viridi noting that to escape Bayonetta's combos, players should "just[...]wiggle around or something."
==External links==
*[https://www.youtube.com/watch?v=dex9cE-8XJI "A Dummies Guide to DI and SDI - Road to Melee" by Urged1]
*[https://www.youtube.com/watch?v=LRravR8m-Ic "How To Smash DI Like Wizzrobe - Wank DI" by Sp1nda]
*[https://www.youtube.com/watch?v=f_n7zxdXB-A "I taught wizzrobe this technique..." by aMSa]


==See also==
==See also==

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