Editing Smash directional influence

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{ArticleIcons|allgames=y}}
{{ArticleIcons|allgames=y}}
[[File:SDI_Snake_Brawl.gif|thumb|200px|{{SSBB|Snake}} using SDI against {{SSBB|Captain Falcon}}'s [[Knee]].]]
[[File:SDI_Snake_Brawl.gif|thumb|200px|Snake using SDI against Captain Falcon's Knee.]]
'''Smash directional influence''' (commonly shortened to '''Smash DI''' or '''SDI''', and officially known as '''{{rollover|Hitstun Shuffling|Nintendo's usage of the term "hitstun" refers to hitlag|?}}''' since ''[[Super Smash Bros. 4]]'') is a mechanic that allows players to slightly alter their position during [[hitlag]] from being hit by an attack. Tapping the [[control stick]] (and/or [[C-stick]] in ''[[Super Smash Bros. Brawl]]'') in any direction during the 2nd hitlag frame and onward will slightly move their character in that direction, allowing them to potentially escape multi-hit moves or certain [[combo]]s. SDI can also be used to move into a wall or ceiling in order to [[tech]] near-instantly or to (very minimally) increase the distance from the [[blast line]] that the attack is about to send them towards.
'''Smash directional influence''', commonly shortened to '''Smash DI,''' '''SDI''', or known as '''Hitstun Shuffling''' in ''SSB4'', is a mechanic that allows players to slightly alter their position during the [[freeze frame]]s of being hit by an attack. Tapping the [[control stick]] (or [[C-Stick]] in ''[[Brawl]]'' and ''[[SSB4]]'') in any direction during freeze frames will slightly move their character in that direction, allowing them to potentially escape multi-hit moves or certain [[combo]]s. SDI can also be used to move into a wall or ceiling in order to [[tech]] near-instantly or to (very minimally) increase the distance from the [[blast line]] that the attack is about to send them towards.  


==General properties==
Despite its near-identical name, SDI is not a subtype of [[directional influence]] (or DI), but a different mechanic altogether that is performable 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 ''[[Smash 64]]'', while SDI does.
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.
==Performing SDI==
The mechanics of SDI operate by shifting the character in a given direction if a new directional vector of sufficient size is input on that frame. 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 are considered to be two vectors, 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.
As the C-Stick can also be used for SDI (exclusively in ''Brawl'' and ''SSB4''), even more potent forms of SDI exist. So-called double-stick DI 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.
==Automatic smash directional influence==
Automatic smash directional influence is a weaker variant of SDI. Once a character's freeze frames are over, they shift slightly in whatever direction the control stick is currently held, slightly less than one 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 attempt at regular DI.


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.
==SDI multiplier==
Beginning in ''Brawl'', several attacks have an SDI multiplier attached to them, which affects how far opponents are able to SDI when hit by them. For example, the looping hits of Mario's down aerial have an SDI multiplier of 1.5, making it easier than usual to escape the attack, while the [[sweetspot]] of the [[Lightning Kick]] has an SDI multiplier of 0.0, so SDI'ing it is impossible.


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.
In ''[[Super Smash Bros. 4]]'', the SDI multiplier of multi-hitting attacks was drastically reduced in general (especially noticeable in [[Smart Bomb]]s), resulting in multi-hitting attacks being much more difficult to escape via SDI than they were in the previous games (and thus significantly buffing them). The change was so drastic that players playing the demo at [[E3 2014]] initially thought SDI was removed completely, though videos later on would show that SDI did still exist, just subdued in multi-hitting attacks that were especially vulnerable to SDI before.


==Variants of SDI==
==Shield DI==
===Forbidden SDI===
Similar to SDI, shield DI is a mechanic that allows players to move slightly when their [[shield]] is hit. It is nearly identical in its function and how it is performed. During hitlag (and thus before [[shieldstun]]) players can smash or hold a direction on the control stick, allowing them to slide along the ground while holding shield. This is especially useful to escape some grounded multihit attacks, perhaps most notably [[Peach (SSBM)/Down smash|Peach's down smash]].
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''' ('''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.
 
===Shield smash directional influence===
Similar to SDI, '''shield SDI''' (officially named '''Shieldstun Shuffling''' by the [[tips]] in ''[[Smash 4]]'' and ''[[Ultimate]]'') is a mechanic that allows players to move slightly when their [[shield]] is hit. It is nearly identical to SDI in its function and how it is performed: during hitlag (and thus before [[shieldstun]]), players can tap or hold a direction on the control stick to shift along the ground, with each shield SDI pulse covering 2/3 (or exactly 0.66× in ''Melee'') of the distance of a regular SDI pulse. However, contrary to SDI, shield SDI can only be applied horizontally, and vertical components of control stick inputs are completely ignored. Thus, techniques such the quarter-circle SDI wont result in multiple shield SDI inputs. Shield SDI is especially useful to escape some grounded multi-hit attacks, most notably [[Peach (SSBM)/Down smash|Peach's down smash in ''Melee'']].
 
There is also '''shield ASDI''', which has the already familiar relation to shield SDI: It's half as effective as shield SDI, and is applied on first frame of shield recoil, after hitlag.
 
===Ceiling SDI===
In ''Ultimate'', when colliding against a surface with sufficient launch speed, the player will be unable to tech. However, when colliding with a floor or ceiling, it is possible to shift slightly to the left or right by holding in that direction when colliding.
 
==Effectiveness across games==
===''Super Smash Bros.'' and ''Super Smash Bros. Melee''===
In ''Smash 64'' and ''Melee'', SDI is highly useful, especially in the former game due to its higher hitlag and lack of other defensive options (such as [[DI]] and [[air dodging]]). In these games, every SDI pulse moves a character 6 units in the direction chosen, or 3 units with ASDI in ''Melee''. With enough pulses, SDI allows characters to escape a majority of multi-hit moves before they can connect their final, usually stronger hits; as a result, multi-hit moves with weak linking hits and where the character remains stationary, such as [[rapid jab]]s and [[Samus]]' [[up smash]], are regarded as ineffective due to their poor reward and extreme vulnerability if they are escaped, while others that allow movement during their use, such as [[Fox]] and [[Jigglypuff]]'s [[down aerial]]s, require careful [[spacing]] of their hits to either land all of them or get the opportunity to [[punish]] opponents after they SDI out.
 
===''Super Smash Bros. Brawl''===
SDI remains particularly effective in ''Brawl'', which like ''Smash 64'', has higher hitlag compared to ''Melee''. While it retains the same base distance as in these games, one major change is that all attacks have a specific '''SDI multiplier''', which modifies how far opponents can shift in a direction with each SDI pulse when hit by them. This also affects ASDI, but not shield SDI. For most attacks, this multiplier is 1×, allowing them to be SDIed normally. However, certain multi-hit moves have lower multipliers, reducing their SDI ability to the point they can connect more reliably; examples of such moves are the linking hits of {{SSBB|Zelda}}'s [[forward smash]] and [[up smash]], which have SDI multipliers of 0.5× and 0.1× (respectively) allowing them to connect much more reliably than in ''Melee'', where even ASDI alone was enough to escape them. Likewise, some moves with noticeably long hitlag use an SDI multiplier of 0×, effectively making them impossible to SDI, and preventing characters from shifting long distances away as they are hit; examples are the [[sweetspot]]s of Zelda's [[Lightning Kick]]s, as well as the [[tipper]] of {{SSBB|Marth}}'s forward smash. Conversely, some multi-hit moves have higher multipliers, such as the linking hits of {{SSBB|Mario}}'s down aerial and {{SSBB|Pit}}'s [[neutral aerial]] having multipliers of 1.5× and 1.4× (respectively), allowing characters to SDI out of them even more easily.
 
===''Super Smash Bros. 4''===
In ''Smash 4'', SDI has been significantly weakened. The distance characters can shift in a direction is now 2 units per SDI pulse (down from 6), and 1.33 units with ASDI (down from 3), which drastically reduces the distance of shield SDI as well. Additionally, many multi-hit moves with above-average SDI multipliers in ''Brawl'', such as the aforementioned Mario's down aerial and Pit's neutral aerial, have had them reduced to normal or below-average (0.8× in the case of both moves). Lastly, double-stick SDI from ''Brawl'' is no longer possible, as SDI inputs with the C-stick are only accounted for if the control stick is in a neutral position, and vice versa. Combined with the [[autolink angle]]'s noticeable improvements and much wider distribution in ''Smash 4'', multi-hit moves are much harder to SDI out of than ever, with autolinking ones becoming impossible to escape should the player utilize them properly, thus indirectly [[buff]]ing them. These changes are so drastic that players of the demo at [[E3 2014]] initially thought SDI was removed completely, though videos later on would show that SDI did still exist, just in a much weaker state.
 
Because of the significant [[nerf]]s to SDI in ''Smash 4'', there are few attacks against which it is noticeably effective, such as {{SSB4|Ryu}}'s light [[up tilt]], and most infamously {{SSB4|Bayonetta}}'s [[After Burner Kick]] and [[Witch Twist]] beginning in update [[1.1.6]], due to their SDI multipliers of 2.5× and 2× (respectively), long hitlag, and ability to otherwise lead into guaranteed combos that can both rack up significant damage and KO. Despite the nerfs however, SDI can still be effective in escaping long combos, such as with the game's notorious [[ladder combo]]s, as even the decreased distance of SDI can be enough to push a character out of a followup move's reach, especially after SDIing several consecutive hits. ASDI and shield SDI have lost most of their practical usefulness due to their even shorter distance, especially the latter due to not being affected by SDI multipliers that could otherwise increase its distance, though again there are situations where they can still make a difference.
 
===''Super Smash Bros. Ultimate''===
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''.
*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.
*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]].
*Since version {{SSBU|4.0.0}}, characters with [[passive shield]]s (namely {{SSBU|Hero}}, {{SSBU|Link}}, {{SSBU|Toon Link}}, and {{SSBU|Young Link}}) can also shield SDI if they block a projectile with them.
 
As a result, while SDI remains more limited in utility compared to the pre-''Smash 4'' games, it is generally more effective for escaping long sequences of multi-hit attacks than it was in ''Smash 4'', and the general greater prominence of long combos in ''Ultimate'' has also increased its utility compared to ''Smash 4''. Much like DI gaining a visual indicator in the form of a bright blue streak of light, SDI has gained a visual indicator manifesting itself in the form of a crescent shape angle reader when performed, allowing players to see which direction their opponent is going, though this is generally too quick for players to react to except for with moves that have extremely long hitlag, such as with {{SSBU|Samus}}' [[Samus (SSBU)/Neutral special|Charge Shot]].


==Trivia==
==Trivia==
*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."
*Exceptional displays of SDI are known as "Doom SDI" in the competitive Smash community, named after {{Sm|Mr. Doom}}, a ''Brawl'' {{SSBB|Ike}} player that was renowned for his ability to repeatedly perform [[TAS]]-like SDI in matches.
 
==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==
*[[Directional influence]]


{{AllGames|Techniques}}
{{AllGames|Techniques}}

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: