ant-d
Smash Lord
I thought it would be best if I made a topic about DI. My DI posts actually spread across 3 different topics so many people probably don't know the newest technique... or are just unsure what to do and how to do it.
What is it?
Directional Influence (DI) is a way of controlling your movement after you are hit. The window of DI input varies depending on the attack, but let's assume it is 10 frames long. This means once you are hit you can DI 10 times.
However, you cannot expect someone to DI perfectly, human limitation prevents you from being this fast and accurate.
DI is useful because in the most extreme cases it will let you survive otherwise deadly smash attacks. But, more frequently, it allows you to gain an advantage over your opponent when you are getting combo'd. With DI, you can get behind, above or infront of your opponent. Thus making a follow up move either difficult or impossible.
You can also DI when being edgeguarded. DI'ing in this way can either reduce the knockback of a powerful attack. Or, even get your character back onto the stage whilst being hit.
DI doesn't heavily effect verticle distance. Therefore, a killer Up-smash will always kill you, even with perfect DI. To survive an Up-Smash , you'd have to DI into a wall/ledge. In addition, throws have no DI window.
How do you do it?
There are two ways to DI effectively.
1. Smash DI-
Smash DI involves smashing the control stick in 1 or more directions. Smash DI is most useful when only one direction needs to be pressed. For example, to escape Fox's one hit Up Air combo, one needs to DI down.
2. Slide DI-
Slide DI involves sliding the control stick, like performing a special move in street fighter for example. Slide DI is most useful when more than one direction is needed. The most obvious case is in ground to ledge DI which I will explain later in this post.
If one wanted to slide DI to the right, you'd have to slide the control stick up&down between the right side of the octogon.
The main difference between the two is that Smashing one direction only allows 5 frames of DI. Sliding allows the full 10 frames.
What types of DI are there?
There are 2 main applications for DI. One is to simply change where your character ends up after a hit. The other is to hit a wall or ledge.
Wall/Ledge DI
-Ground to Wall
This is when your character is on the ground near a wall. The opponent smashes your character. You now need to DI.
In this situation, one needs to DI into the wall. When a character hits a wall, it reduces the trajectory and power of the hit.
It doesn't matter if you are not facing the wall
http://video.google.com/videoplay?docid=813996031426337171&hl=en
The video shows Pikachu DI'ing forward, through Falcon's Forward Smash, into the wall. This is the only way Pika is able to survive at such a high percentage.
http://www.youtube.com/watch?v=V3nJT_NpGP4
This video shows Fox slide DI'ing into a wall. It also shows the big distance that slide DI'ing can produce.
Method-
1. Repeatedly Smash in the direction of the wall after being hit. You can Slide instead, but it is easier to Smash.
-Ground to Ledge
It is possible to DI into the ledge when being hit on the Ground. One has to be near the ledge to do this. You can be quite a way away too.
http://video.google.com/videoplay?docid=6038284583079376919&hl=en
Of course it gets much harder the further one is from the ledge.
Technical Input-
1 frame Away, 1 frame Down, empty, 1 frame Down, 1 frame Towards.
- Away, Down, Down, Towards.
Method-
1. Slide Away, Down-Away, Down, Down-Towards, Towards.
- Slide through a Half-circle (starting Away from the ledge)
There is another special example of Ground to Ledge DI. The input changes if you are perfectly on the edge. To do this, simply roll your character when on the edge, so you are the furthest on the ledge from the roll as you can be.
Now, when in this position only one frame of DI is needed.
When you are hit from this position press either of the following within the DI window:
Towards - You will hit the edge and bounce off Away from it
http://video.google.com/videoplay?docid=-1522343102611734190
Up-Towards - You will perform the reverse edgeguarding motion and fly onto the stage
http://video.google.com/videoplay?docid=-4609024451514200579
Down-Towards - You will perform motion like reverse edgeguarding. (Dreamland and Sector Z only)
http://video.google.com/videoplay?docid=-6941656095545632341
-Air to Ledge (Edgeguarding)
This is typically when you are performing your Up+B recovery move to get back onto the stage. However, it can be used anytime you are near the ledge in the air, even when jumping to get back to the stage.
Smashing is good to use in this situation. Towards, Down-Towards and Up-Towards have the same effect as mentioned above except Down-Towards on Dreamland. On dreamland, this input makes you fly upwards, more vertically than Up-Towards.
The difficulty isn't reaching the ledge, it is reaching the precise point to perform the reverse edgeguarding technique. Smashing repeatedly Up-Towards and Up is the best way to perform this.
The pics show the precise point where you need to be in order to pull-off the reverse edgeguard technique.
Smash Up twice, so you are here.
Press Right here to fly across the stage.
Technical Input-
1 frame Up, empty, 1 frame Towards, empty, 1 frame Towards
- Up, Towards, Towards
Remember, it will depend on how far you are from the ledge. So the number of directional inputs are not meant to be taken as-is for every situation.
-Ledge to Ledge
This is when your character is holding the ledge. You can DI Towards the ledge once, as soon as you are hit, this reduces your knockback. You will also get your jump back.
http://video.google.com/videoplay?docid=1875533857043402081
Method-
1. Smash DI Towards, once
General/Escape DI
General DI is used to change your position after you are hit. It can be used to escape combos and to escape multihit attacks.
http://video.google.com/videoplay?docid=-4813947748073614910
The video shows perfect Slide DI on Pika's Forward-Aerial. As you can see, the attack will only hit once with perfect DI. You can use either Smash or Slide DI for this. Personally, I use Slide because you can reach a further distance.
http://video.google.com/videoplay?docid=7256701136980786678
Fox's powerful Up-Aerial. You would think that this is insanely hard to do. It really isn't. You just need to Slide DI Down-Away to Up-Away. It only requires 2 inputs. Just a quick slide.
http://video.google.com/videoplay?docid=-2231496278712108584
Ness' Uptilt of death is no more. You can Smash DI behind Ness to escape a further Uptilt.
One of the best things to escape is Falcon's Up-Aerial juggle. You can slide DI either up or down.
http://video.google.com/videoplay?docid=5454842220063387393
New- Here I slide down to stop Falcon juggling Fox.
Important Facts to remember:
1. Different attacks have different length DI windows.
2.
Here Jigglypuff DI's upwards. As you can see, the percentage doesn't effect the DI window.
3. Each character has the same DI window for each given attack (see number 2).
There are many more useful DI applications. If you have any questions or comments then leave a post.
Remember that the DI you see here is optimal. I am just giving you an idea of how DI works.
What is it?
Directional Influence (DI) is a way of controlling your movement after you are hit. The window of DI input varies depending on the attack, but let's assume it is 10 frames long. This means once you are hit you can DI 10 times.
However, you cannot expect someone to DI perfectly, human limitation prevents you from being this fast and accurate.
DI is useful because in the most extreme cases it will let you survive otherwise deadly smash attacks. But, more frequently, it allows you to gain an advantage over your opponent when you are getting combo'd. With DI, you can get behind, above or infront of your opponent. Thus making a follow up move either difficult or impossible.
You can also DI when being edgeguarded. DI'ing in this way can either reduce the knockback of a powerful attack. Or, even get your character back onto the stage whilst being hit.
DI doesn't heavily effect verticle distance. Therefore, a killer Up-smash will always kill you, even with perfect DI. To survive an Up-Smash , you'd have to DI into a wall/ledge. In addition, throws have no DI window.
How do you do it?
There are two ways to DI effectively.
1. Smash DI-
Smash DI involves smashing the control stick in 1 or more directions. Smash DI is most useful when only one direction needs to be pressed. For example, to escape Fox's one hit Up Air combo, one needs to DI down.
2. Slide DI-
Slide DI involves sliding the control stick, like performing a special move in street fighter for example. Slide DI is most useful when more than one direction is needed. The most obvious case is in ground to ledge DI which I will explain later in this post.
If one wanted to slide DI to the right, you'd have to slide the control stick up&down between the right side of the octogon.
The main difference between the two is that Smashing one direction only allows 5 frames of DI. Sliding allows the full 10 frames.
What types of DI are there?
There are 2 main applications for DI. One is to simply change where your character ends up after a hit. The other is to hit a wall or ledge.
Wall/Ledge DI
-Ground to Wall
This is when your character is on the ground near a wall. The opponent smashes your character. You now need to DI.
In this situation, one needs to DI into the wall. When a character hits a wall, it reduces the trajectory and power of the hit.
It doesn't matter if you are not facing the wall
http://video.google.com/videoplay?docid=813996031426337171&hl=en
The video shows Pikachu DI'ing forward, through Falcon's Forward Smash, into the wall. This is the only way Pika is able to survive at such a high percentage.
http://www.youtube.com/watch?v=V3nJT_NpGP4
This video shows Fox slide DI'ing into a wall. It also shows the big distance that slide DI'ing can produce.
Method-
1. Repeatedly Smash in the direction of the wall after being hit. You can Slide instead, but it is easier to Smash.
-Ground to Ledge
It is possible to DI into the ledge when being hit on the Ground. One has to be near the ledge to do this. You can be quite a way away too.
http://video.google.com/videoplay?docid=6038284583079376919&hl=en
Of course it gets much harder the further one is from the ledge.
Technical Input-
1 frame Away, 1 frame Down, empty, 1 frame Down, 1 frame Towards.
- Away, Down, Down, Towards.
Method-
1. Slide Away, Down-Away, Down, Down-Towards, Towards.
- Slide through a Half-circle (starting Away from the ledge)
There is another special example of Ground to Ledge DI. The input changes if you are perfectly on the edge. To do this, simply roll your character when on the edge, so you are the furthest on the ledge from the roll as you can be.
Now, when in this position only one frame of DI is needed.
When you are hit from this position press either of the following within the DI window:
Towards - You will hit the edge and bounce off Away from it
http://video.google.com/videoplay?docid=-1522343102611734190
Up-Towards - You will perform the reverse edgeguarding motion and fly onto the stage
http://video.google.com/videoplay?docid=-4609024451514200579
Down-Towards - You will perform motion like reverse edgeguarding. (Dreamland and Sector Z only)
http://video.google.com/videoplay?docid=-6941656095545632341
-Air to Ledge (Edgeguarding)
This is typically when you are performing your Up+B recovery move to get back onto the stage. However, it can be used anytime you are near the ledge in the air, even when jumping to get back to the stage.
Smashing is good to use in this situation. Towards, Down-Towards and Up-Towards have the same effect as mentioned above except Down-Towards on Dreamland. On dreamland, this input makes you fly upwards, more vertically than Up-Towards.
The difficulty isn't reaching the ledge, it is reaching the precise point to perform the reverse edgeguarding technique. Smashing repeatedly Up-Towards and Up is the best way to perform this.
The pics show the precise point where you need to be in order to pull-off the reverse edgeguard technique.
Smash Up twice, so you are here.
Press Right here to fly across the stage.
Technical Input-
1 frame Up, empty, 1 frame Towards, empty, 1 frame Towards
- Up, Towards, Towards
Remember, it will depend on how far you are from the ledge. So the number of directional inputs are not meant to be taken as-is for every situation.
-Ledge to Ledge
This is when your character is holding the ledge. You can DI Towards the ledge once, as soon as you are hit, this reduces your knockback. You will also get your jump back.
http://video.google.com/videoplay?docid=1875533857043402081
Method-
1. Smash DI Towards, once
General/Escape DI
General DI is used to change your position after you are hit. It can be used to escape combos and to escape multihit attacks.
http://video.google.com/videoplay?docid=-4813947748073614910
The video shows perfect Slide DI on Pika's Forward-Aerial. As you can see, the attack will only hit once with perfect DI. You can use either Smash or Slide DI for this. Personally, I use Slide because you can reach a further distance.
http://video.google.com/videoplay?docid=7256701136980786678
Fox's powerful Up-Aerial. You would think that this is insanely hard to do. It really isn't. You just need to Slide DI Down-Away to Up-Away. It only requires 2 inputs. Just a quick slide.
http://video.google.com/videoplay?docid=-2231496278712108584
Ness' Uptilt of death is no more. You can Smash DI behind Ness to escape a further Uptilt.
One of the best things to escape is Falcon's Up-Aerial juggle. You can slide DI either up or down.
http://video.google.com/videoplay?docid=5454842220063387393
New- Here I slide down to stop Falcon juggling Fox.
Important Facts to remember:
1. Different attacks have different length DI windows.
2.
Here Jigglypuff DI's upwards. As you can see, the percentage doesn't effect the DI window.
3. Each character has the same DI window for each given attack (see number 2).
There are many more useful DI applications. If you have any questions or comments then leave a post.
Remember that the DI you see here is optimal. I am just giving you an idea of how DI works.