Ledge DI
SSBM smash DI timing
Do(es) the stick(s) have to be directed during the hitstun, or is it possible if the attack occurs, sending you into hitstun, while already having directed the stick(s)? —Smiddle my sig is not fancy 08:04, 6 June 2012 (EDT)
- I believe that if the stick is already held before you get hit, it doesn't count. I'm not 100% sure though and it may be worth testing. Toomai Glittershine The Interspacial 17:59, 6 June 2012 (EDT)
- Thanks. —Smiddle my sig is not fancy 14:10, 7 June 2012 (EDT)
Split?
Discussion time... --RoyboyX Talk 16:38, 15 October 2012 (EDT)
- Neutral While they do have their differences, they're both types of DI, yes?--Starman125 (talk) 16:44, 15 October 2012 (EDT)
- Keep all closely related parts of the physics. Mr. Anon talk 22:52, 15 October 2012 (EDT)
- Split They have different functions. DI can help you resist trajectory that you're launched to, while SDI can help you move before being attacked. Dots The Cute Asian 23:23, 15 October 2012 (EDT)
For what it's worth, I would support keeping these pages together, but better fleshing out the differences. That said, I've been out of the scene long enough to not fully appreciate the subtleties between the two; if someone who supports splitting can better explain why, I might be in favor. Clarinet Hawk (talk · contributions) 12:11, 16 October 2012 (EDT)
The way I see it, there are two different concepts here: shifting yourself around during freeze frames, and changing the angle of the attacks that hit you. I personally don't think they should be sharing a page. Toomai Glittershine The Celeritous 12:33, 16 October 2012 (EDT)
Keep They both involve cutting knockback when hit by a strong attack; Smash DI, assuming that's what "SDI" is referring to, is simply a more difficult method of saving your own life from a cutting attack. --RoyboyX Talk 14:05, 17 October 2012 (EDT)
- Neither mechanic reduces knockback in any way, what definition of "cutting" are you using? Toomai Glittershine Le Grand Fromage 16:13, 17 October 2012 (EDT)
Keep, as both are allowing input to influence your trajectory. They are also responsible for escaping out of combos and survival against deadly attacks. Fugudev 16:24, 17 October 2012 (EDT)
Split, the techniques are different, separate articles will help give them more distinciton. Toast ltimatum 17:09, 17 October 2012 (EDT)
Split I just got clarification on what this really is. DI is escaping the blast lines, and SDI is escaping attacks. SPLITTIM. --RoyboyX Talk 17:26, 17 October 2012 (EDT)
Split DI changes the trajectory you're launched in, SDI changes your actual position before launching. The only real similarity between the mechanics are their community given names, and the fact both occur a small window after being hit by an attack. Omega Tyrant 19:09, 17 October 2012 (EDT)
Bad DI
"Commonly known as PatG DI" <-- Can anyone expand on this (or even verify this nickname for bad DI)? It doesn't get referenced anywhere else in the article and "PatG" isn't a well-known (Melee? 64? pre-Brawl, I'm sure) player, as far as I'm aware.