Directional influence: Difference between revisions
Just added a dash to "DI" and fixed to "D-I'
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[[Image:Directional influence example.png|thumb|Mewtwo's down smash, DI'd up by one Mario, down by another, and not at all by a third]] | [[Image:Directional influence example.png|thumb|Mewtwo's down smash, DI'd up by one Mario, down by another, and not at all by a third]] | ||
{{technical data|Many technical details seem left out}} | {{technical data|Many technical details seem left out}} | ||
'''Directional influence''', abbreviated ''' | '''Directional influence''', abbreviated '''D-I''', is the control the receiver of an attack has over his or her 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 original trajectory. This change can be vital to surviving high-power attacks such as [[Fox]]'s [[up smash]], and for escaping [[combo]]s such as [[Jigglypuff]]'s up-throw to [[rest]] combo on fast-fallers (see 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. 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" 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 would normally easily recover from, such as down and away from the stage. Bad DI that results in a death 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 [[fastfalling]]), which sends them on a more horizontal trajectory, towards the closest blast line. | ||
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: trajectory DI (almost always referred to as just "DI"), [[Smash DI]], and [[Automatic Smash DI]]. These last two function much differently from trajectory DI, and should not be confused with it. | 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: trajectory DI (almost always referred to as just "DI"), [[Smash DI]], and [[Automatic Smash DI]]. These last two function much differently from trajectory DI, and should not be confused with it. |