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[[Image:DI-Melee.gif|thumb|The character [[name]]s show Ganondorf's [[Warlock Punch]] DI'd in different directions.]] | [[Image:DI-Melee.gif|thumb|The character [[name]]s show Ganondorf's [[Warlock Punch]] DI'd in different directions.]] | ||
'''Directional influence''' (usually abbreviated '''DI''', and known officially as '''launch shuffling''') is the control the receiver of an attack has over | '''Directional influence''' (usually abbreviated '''DI''', and known officially as '''launch shuffling''') is the control the receiver of an attack has over thier trajectory. Each attack sends its target in a particular direction; DI can be used to alter, but not completely change, this original trajectory. This change can be vital to surviving high power attacks such as [[Fox]]'s [[up smash]], and for escaping [[combo]]s, most importantly KO setups such as the [[space animal slayer]]. Perhaps one of DI's most useful applications is the ability to make the character move in a path that is as long as possible before crossing the [[blast line]]. "Good DI" usually occurs when a character is sent in a trajectory that creates the greatest distance between the character and the blast line, or one that will help the character recover back on stage. In most situations, angling towards the upper-left or upper-right corners will grant the greatest chance of surviving a high knockback attack. Conversely, "poor DI" (often informally referred to with some form of mockery towards a certain region/player, such as "West Coast DI", or "{{Sm|PatG}} DI" in ''Brawl'') occurs when the shortest distance between the character and the blast line is created, or the angle sends the player into a position they cannot recover from when they normally easily would, such as [[Semi-spike|down and away from the stage]]. Bad DI that results in a KO commonly occurs near the sides of the stage, when a character is hit diagonally while holding the [[control stick]] downward (commonly as a result of intentional [[fast falling]]), which sends them on a more horizontal trajectory, towards the closest blast line. | ||
DI is executed by holding the control stick in any direction during [[freeze frames]] from an attack, before the character is launched. There are three types of directional influence: trajectory DI (almost always referred to as just "DI"), [[Smash DI]] (SDI), and [[Automatic Smash DI]] (ASDI). These last two function much differently from trajectory DI, and should not be confused with it. | DI is executed by holding the control stick in any direction during [[freeze frames]] from an attack, before the character is launched. There are three types of directional influence: trajectory DI (almost always referred to as just "DI"), [[Smash DI]] (SDI), and [[Automatic Smash DI]] (ASDI). These last two function much differently from trajectory DI, and should not be confused with it. |
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