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Directional influence: Difference between revisions

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Immediately after you are hit with any move, there are a few frames in which you can input control stick directions which have a much greater effect on the trajectory of the attack than normal DI. It is possible to do things such as survive a Marth f-smash at greater than 100% using this tactic.
Immediately after you are hit with any move, there are a few frames in which you can input control stick directions which have a much greater effect on the trajectory of the attack than normal DI. It is possible to do things such as survive a Marth f-smash at greater than 100% using this tactic.


A subtactic is the '''quarter-circle''' DI, which involves crouch-cancelling an attack followed by smash DI towards the stage, resulting in a drastic decrease in knockback.
A subtactic is the '''quarter-circle''' DI, which involves crouch-cancelling an attack followed by smash DI towards the stage, resulting in a drastic decrease in knockback.  Quarter-circle DI was introduced to America by Captain Jack and was known for a while as Japanese DI.
 
Another subtactic is '''Double Stick''' DI which involved pointing both the joystick and the C-stick in opposite direction so the player can DI in different directions. This was later found out to be false, and what players were actually doing was Smash DIing.


=== Links ===
=== Links ===

Revision as of 20:19, July 31, 2006

Guide to Directional Influence (DI)

How to DI

You probably DI all the time; DIing is when you tilt the control stick a certain direction to alter the knockback when suffering from an attack.

Examples

If a Fox Up-smashes you, you can tilt the control stick left or right to travel mainly to either of the directions. If you DI to the right when Up-smashed, your character will travel more to the right than usual, making the probability of your survival much higher.

DI is essential for escaping many combos, especially chain grabs. A good DIer can also survive at higher percentages.

Smash DI

Immediately after you are hit with any move, there are a few frames in which you can input control stick directions which have a much greater effect on the trajectory of the attack than normal DI. It is possible to do things such as survive a Marth f-smash at greater than 100% using this tactic.

A subtactic is the quarter-circle DI, which involves crouch-cancelling an attack followed by smash DI towards the stage, resulting in a drastic decrease in knockback. Quarter-circle DI was introduced to America by Captain Jack and was known for a while as Japanese DI.

Another subtactic is Double Stick DI which involved pointing both the joystick and the C-stick in opposite direction so the player can DI in different directions. This was later found out to be false, and what players were actually doing was Smash DIing.

Links

  • need link to Doraki's essay on DI or anything on DI for that matter since they're all more or less the same