Directional influence: Difference between revisions
→Smash DI
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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 === |