Directional influence: Difference between revisions
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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's]] [[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. | 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's]] [[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. | ||
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Revision as of 10:03, February 9, 2009
Directional influence (usually abbreviated DI, which can be used as a verb) is the control the target of an attack has over its trajectory. 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's up smash, and for escaping combos such as Jigglypuff's Space Animal Slayer.
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.
Melee DI
Normal DI
DI is essential for escaping many combos, especially chain grabs. A good DI can also survive at higher percentages.
Smash DI
Smash DI is performed during the frames 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's 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 and ceiling techs. 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 subtact