Super Smash Bros.
Super Smash Bros. Melee
Super Smash Bros. Brawl

Smash directional influence: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
(Don't really see what needs cleanup here.)
Line 1: Line 1:
{{ArticleIcons|ssb=y|ssbm=y|ssbb=y}}
{{ArticleIcons|ssb=y|ssbm=y|ssbb=y}}
{{cleanup}}
'''Smash DI''' is a type of [[Directional influence]] that 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 2:38, and with a frame-by-frame version at about 3:51, during the end credits.


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 the United States by smasher [[Captain Jack]] and was once known as '''Japanese DI'''.
'''Smash DI''', or '''SDI''', is a mechanic, like [[directional influence]], that is performed during the [[frame]]s of hitlag in which the target is immobile after being hit by a [[hitbox]]. The length of the hitlag varies from attack to attack, from 2 frames to 18 frames ({{SSBB|Samus}}' [[Charge Shot]]). Smash DI allows the character to shift their position before being launched, which primarily allows players to escape multihit moves and certain [[combo]]s, but can also slightly increase a character's endurance (by shifting their position from a [[blast line]] slightly farther away before launching), 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 2:38, and with a frame-by-frame version at about 3:51, during the end credits.


Smash DI is the only type of DI that exists in the original ''[[Super Smash Bros.]]''
To perform SDI, a player has to move the [[control stick]] or [[c-stick]] during the hitlag of a move. Whatever direction they input, the character will shift a very slight distance in. Using both the control stick and c-stick together when SDIing, known as '''double sticking''', can allow a player to make more SDI inputs than what would normally be humanly possible.
 
A subtactic is the '''quarter-circle''' DI, which involves inputting multiple SDI inputs more easily by rotating the control stick 90 degrees. Quarter-circle DI was introduced to the United States by smasher [[Captain Jack]] and was once known as '''Japanese DI'''.
 
Despite its near identical name, Smash DI is not a subtype of directional influence, but a different mechanic altogether that is performable under the same circumstances. The major difference being that, while DI changes the trajectory a character is launched in, SDI changes a character's position before launch.
 
Unlike DI, SDI is possible in the original ''[[Super Smash Bros.]]''.


==Automatic Smash DI==
==Automatic Smash DI==
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. ASDI may be inputted either with the control stick or the C-stick, but if both are being held when hitlag ends, the direction in which the C-stick is being held out prioritizes the Control Stick.  
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. ASDI may be inputted either with the control stick or the C-stick, but if both are being held when hitlag ends, the direction in which the C-stick is being held out prioritizes the Control Stick.  
A tactic that utilizes both the control stick and the C-stick is called '''double stick''' DI, which involves pointing both the control stick and the [[C-stick]] in two 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 very useful, such as being used to get the lowest angle of knockback while ASDI-ing straight downward to tech along the ground and survive high knockback hits beyond what is possible by allowing said hit to launch the recipient.


[[Category:Techniques]]
[[Category:Techniques]]

Revision as of 18:44, October 20, 2012

Smash DI, or SDI, is a mechanic, like directional influence, that is performed during the frames of hitlag in which the target is immobile after being hit by a hitbox. The length of the hitlag varies from attack to attack, from 2 frames to 18 frames (Samus' Charge Shot). Smash DI allows the character to shift their position before being launched, which primarily allows players to escape multihit moves and certain combos, but can also slightly increase a character's endurance (by shifting their position from a blast line slightly farther away before launching), 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 2:38, and with a frame-by-frame version at about 3:51, during the end credits.

To perform SDI, a player has to move the control stick or c-stick during the hitlag of a move. Whatever direction they input, the character will shift a very slight distance in. Using both the control stick and c-stick together when SDIing, known as double sticking, can allow a player to make more SDI inputs than what would normally be humanly possible.

A subtactic is the quarter-circle DI, which involves inputting multiple SDI inputs more easily by rotating the control stick 90 degrees. Quarter-circle DI was introduced to the United States by smasher Captain Jack and was once known as Japanese DI.

Despite its near identical name, Smash DI is not a subtype of directional influence, but a different mechanic altogether that is performable under the same circumstances. The major difference being that, while DI changes the trajectory a character is launched in, SDI changes a character's position before launch.

Unlike DI, SDI is possible in the original Super Smash Bros..

Automatic Smash DI

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. ASDI may be inputted either with the control stick or the C-stick, but if both are being held when hitlag ends, the direction in which the C-stick is being held out prioritizes the Control Stick.