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(Just added a dash to "DI" and fixed to "D-I') |
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[[Image: | [[Image:DI-Melee.gif|thumb|Ganondorf's Warlock Punch, DI'd in different directions]] | ||
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'''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. | '''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. |
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