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(I tested this, and when the opponent is hit by an electric attack while on the ground, they are still able to SDI off it.) |
Mariogeek2 (talk | contribs) (→Variants of SDI: Added a section talking about forbidden SDI, and improved the ASDI description) |
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==Variants of SDI== | ==Variants of SDI== | ||
===Forbidden SDI=== | |||
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. When on the ground 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; attempting to do so will cancel the vertical component of an SDI input, moving the player solely horizontally. In contrast, when in the air, the player cannot SDI down into the ground. This was likely put in place to prevent players from cancelling their hitstun, since landing on the ground while in hitstun and not [[tumbling]] causes an air-ground transition. | |||
===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 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]]. 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. 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 hitstun, and thus allows them to retaliate against attacks much quicker than usual. It is additionally key in utilizing techniques like [[Tech#Rolling_tech|Amsah techs]] and [[Slideoff DI]], which use ASDI to create tech scenarios and escape combos respectively. | '''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. 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. 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 hitstun, and thus allows them to retaliate against attacks much quicker than usual. It is additionally key in utilizing techniques like [[Tech#Rolling_tech|Amsah techs]] and [[Slideoff DI]], which use ASDI to create tech scenarios and escape combos respectively. | ||
===Shield smash directional influence=== | ===Shield smash directional influence=== |
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