Directional influence: Difference between revisions

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'''Directional Influence''' (usually abbreviated '''DI''') is the control the target of an attack has over the attack's trajectory.  The player DI's by pressing the [[control stick]] in any direction when being hit by an attack.  Different directions yield different results.
'''Directional influence''' (usually abbreviated '''DI''', which can be used as a verb) is the control the target of an attack has over its trajectory in [[Super Smash Bros. Melee]].  Each attack sends its target in a particular direction, depending on the attack itself and on the target's [[weight]] and [[falling speed]]; DI can be used to alter, but not completely change, this trajectory.  This change, however, can be vital to surviving high-power attacks such as [[Fox McCloud (SSBM)|Fox]]'s [[up smash]], and for escaping [[combo]]s such as [[Jigglypuff (SSBM)|Jigglypuff]]'s [[Space Animal Slayer]].


=== Examples ===
The player can DI by pressing the [[control stick]] in any direction during or just after being hit by an attack.  There are three types of directional influence: regular DI, smash DI, and automatic smash DI.  The type of DI changes depending on when the player presses the control stick.


If [[Fox]] [[Up smash|up-smash]]es 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.
===Normal DI===


DI is essential for escaping many [[combo]]s, especially [[chain grabs]]. A good DIer can also survive at higher percentages.
DI is essential for escaping many [[combo]]s, especially [[chain grabs]]. A good DIer can also survive at higher percentages.
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===Smash DI===
===Smash DI===


Immediately after the player is hit with any move, there are a few frames in which he can input control stick directions which have a much greater effect on the trajectory of the attack than normal DI. It is possible to, for instance, survive [[Marth]]'s [[forward smash]] at greater than 100% [[damage]] using this tactic.
Smash DI is performed during the [[frame]]s of hitlag in which the target is immobile after being hit by the attack.  The length of the hitlag varies from attack to attack, from 2 frames to 18 frames ([[Samus Aran (SSBM)|Samus']] [[Charge Shot]]).  Smash DI allows the character to move, which can slightly affect knockback, and can move the character into a wall or ceiling to allow [[wall tech|wall]] and [[ceiling tech]]s.  By pressing different directions on the control stick, the player can Smash DI multiple times.  This is best represented in the [[Perfect Control]] video, at approximately 2:36, and with a frame-by-frame version at about 3:51, during the end credits.


A subtactic is the '''quarter-circle''' DI, which involves [[Crouch cancel|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.
A subtactic is the '''quarter-circle''' DI, which involves inputting multiple Smash DIs by rotating the control stick 90 degrees, 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 involves pointing both the control stick and the [[C-stick]] in 2 different directions so the player can alter the trajectory with the control stick and use the C-stick to control the Automatic Smash DI into a different direction from the direction being held on the control stick. This was later found out to be quite sexy, especially when used to get the lowest angle of knockback while ASDI-ing straight downward to tech along the ground and survive high damage hits well beyond what is possible by taking the hit into the air.
===Automatic Smash DI===


It is also possible to perform Multiple Smash DIs, which results in the character to move in several consecutive directions, each having their own frame of movement. This is best represented in the [http://www.youtube.com/watch?v=CG1DLooq3Pc Perfect Control] video, at approximately 2:36, and with a frame-by-frame version at about 3:51, during the end credits.
Automatic Smash DI functions similarly to Smash DI, but it occurs the frame after the attack's hitlag ends.  The character will move, but not as far as in normal Smash DI.
 
A tactic is '''double stick''' DI which involves pointing both the control stick and the [[C-stick]] in 2 different directions so the player can alter the trajectory with the control stick and use the C-stick to control the Automatic Smash DI into a different direction from the direction being held on the control stick. This was later found out to be quite sexy, especially when used to get the lowest angle of knockback while ASDI-ing straight downward to tech along the ground and survive high damage hits well beyond what is possible by taking the hit into the air.


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