62
edits
(Some wording changes on general properties, and asdi down in melee. Added details to Shield SDI, and the existince of Shield ASDI) |
|||
Line 6: | Line 6: | ||
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 | 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 | 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, thus ensuring they remain on the ground. 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. | ||
As SDI is performed during [[freeze frames]], a move is easier to SDI the more freeze frames it inflicts, and essentially impossible to SDI if it has no freeze frames. This is also why the mechanic is more effective against multi-hit moves, as each hit puts the opponent in freeze frames and thus extends the total amount. | As SDI is performed during [[freeze frames]], a move is easier to SDI the more freeze frames it inflicts, and essentially impossible to SDI if it has no freeze frames. This is also why the mechanic is more effective against multi-hit moves, as each hit puts the opponent in freeze frames and thus extends the total amount. | ||
Line 16: | Line 16: | ||
==Variants of SDI== | ==Variants of SDI== | ||
===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 freeze frames are 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]] | '''Automatic smash directional influence''' ('''ASDI''' for short) 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, 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]]. 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 hitsun, and thus allows them to retaliate against attacks much quicker than usual. | ||
===Shield smash directional influence=== | ===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 freeze frames (and thus before [[shieldstun]]), players can tap or hold a direction on the control stick to shift along the ground | 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 freeze frames (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 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 freeze frames. | |||
===Ceiling SDI=== | ===Ceiling SDI=== |
edits