Smash directional influence: Difference between revisions

(→‎Shield smash directional influence: Removed dubious remark. Shield asdi is quite noticeable often, just from the opponent warping against recoil alone for instance.)
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==Effectiveness across games==
==Effectiveness across games==
In ''Smash 64'', ''Melee'' and ''Brawl'', SDI is very effective, especially in the latter due to attacks possessing more hitlag. In these games, every SDI pulse moves a character 6 units in the direction chosen, or 3 units with ASDI. 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.'' 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.


Beginning in ''Brawl'', all attacks have an '''SDI multiplier''' attached to them, which affects how far opponents can shift via SDI 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. 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.
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 drastic [[nerf]]s to SDI in ''Smash 4'', there are extremely few attacks against which it is particularly effective, namely {{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. In other cases, it is generally considered useless due to its negligible effect without an exorbitant amount of SDI pulses, and disregarded in favor of [[DI]] whenever possible. Likewise, ASDI and shield SDI have lost all 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.
Because of the drastic [[nerf]]s to SDI in ''Smash 4'', there are extremely few attacks against which it is particularly effective, namely {{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. In other cases, it is generally considered useless due to its negligible effect without an exorbitant amount of SDI pulses, and disregarded in favor of [[DI]] whenever possible. Likewise, ASDI and shield SDI have lost all 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.


In ''[[Super Smash Bros. Ultimate]]'', SDI retains its shorter distance from ''Smash 4'', and has been further limited. Each time an SDI input is made, the next input will not register until 4 frames later, and if any SDI inputs occur during these frames, the latest one will be 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 considered somewhat minor in standard play, but makes quarter-circle SDI much less effective. Notably, this limit does not apply to shield SDI, making it comparatively stronger than in ''Smash 4'' due to the increased [[hitlag]] in ''Ultimate''. Automatic SDI has also been weakened drastically, now being essentially negligible. Additionally, due to the severe nerfs to {{SSBU|Bayonetta}} and {{SSBU|Ryu}} from ''Smash 4'' (especially the former), who were the main characters SDI was impactful against, the technique is generally even less useful; as of the current [[metagame]], its only notable use is to improve the chances of escaping {{SSBU|Pichu}}'s "lightning loops", which involve continuously dragging opponents down with the setup hits of its [[back aerial]] and launching them back up with its [[up tilt]]. Additionally, due to a new mechanic in ''Ultimate'' which increases the strength of SDI over time against consecutive grounded hits, SDI has some use for escaping rapid jabs as well, most notably allowing players to escape Isabelle's jab wobble after having been hit a few times. Much like DI, SDI has gained a visual indicator when performed, allowing players to see which direction their opponent is going.
===''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 altogether except for moves with an [[electric]], [[paralyze]], or [[crumple]] effect, further limiting its application. Oddly enough, it now applies twice against moves with these effects.
*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 on the ground, where vertical SDI is otherwise restricted, 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]].
 
As a result, while SDI remains considerably limited in utility (coupled with the nerfs to {{SSBU|Bayonetta}} and {{SSBU|Ryu}}, especially the former, who the technique in ''Smash 4'' was particularly potent against), it is generally more effective for escaping long sequences of multi-hit attacks. Much like DI, SDI has gained a visual indicator when performed, allowing players to see which direction their opponent is going.


==Trivia==
==Trivia==