Ja
Smash Journeyman
In SSBM you couldn't DI with an attack, that is if you were DIing straight up against an attack that sent you straight up it was as if you weren't DIing at all. Is this changed?
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Not exactly. DI changes the trajectory of the attack you are hit by. However, the most effective DI for attacks in melee is that perpindicular to the defualt trajectory of the attack. Also, DIing parallel to an attack does not affect the trajectory at all So an attack that sends you straight up should be DI'd sideways, and DIing it straight down will have no effect. Likewise, attacks that send you straight sideways should be DI'd straight up.Directional Influence. You just hold a direction when hit and you go that way.
Not quite. Crouch canceling requires you to be crouching. What makes you smash into the ground in melee is ASDI (automatic smash DI) which is read on the same frame as normal DI, but has nothing to do with crouch canceling. It's just that to crouch, you also have to hold down, so sometimes people mix that up.The 2nd DI you mentioned would be the equivalent to Melee's CC; holding down to deter force onto the ground. However it's been shown that CC is very ineffective in Brawl.
To answer the OP's original question, it seems that perpendicular DI is still the most effective survival DI.
That will vary depending on the attack.so say someone sends you straight up in the air from an upsmash. would it be better to DI diagonally down or completely sidways?
I'll explain in terms of melee because I don't have brawl. DI is most effective before the hit sends you flying. If you hold a direction after an attack sends you moving it doesn't change the initial velocity like DI does but you do drift a bit in the direction you're holding.Funny enough, in all my thread searching this seems to be the best compilation of DI explanations I've seen. And so I have another question: when exactly is it wise to start a DI? Do you hold the direction as you're physically being hit, or at any point during your midair flight path? Thanks for the help!
It really depends, for example you want to DI away to avoid combos, but towards (simplfying) to avoid KO attacks. If you want to minimize flight distance of an attack that sends you straight up, DI straight left or straight right, whichever is away from the person who hit you.so say someone sends you straight up in the air from an upsmash. would it be better to DI diagonally down or completely sidways?
Then you didn't search hard enough. There is a DI thread in the melee section (it's not stickied, but you can just use the search function.)Funny enough, in all my thread searching this seems to be the best compilation of DI explanations I've seen. And so I have another question: when exactly is it wise to start a DI? Do you hold the direction as you're physically being hit, or at any point during your midair flight path? Thanks for the help!
You wont neccessarily kill yourself. This particular kind of DI was used to best escape combos. For instance, Marth's fair sends you away and slightly up (untipped). The survival DI (gives you the best chance of recovering) is up and towards the stage, but using that DI makes you much easier to combo. Using the other perpindicular DI (away and down) gives you the greatest chance of escaping combos, because it knocks you the farstest away from him. The DI you pick should depend on what you are worried about when you're being hit. Are you afraid of dying, or are you afraid of being comboed.All discussion about useful and relevant things aside, what the topic creator was asking is if you can DI along the exact same trajectory as you are hit so that you fly farther and kill yourself. I assume the answer is no, but i suppose it would be nice to test this in case you want a cool way to do some ultra sandbagging for some reason.
No it won't. An attack that sends you straight up is best DI'd straight sideways. DIing down or up will have no effect on your trajectory whatsoever, so it's pointless to do so.That will vary depending on the attack.
Wrong again. That's Smash DI. That moves your character a certain distance during the hit lag. Automatic Smash DI (ASDI) is read on the last frame of hitlag, and does the same thing as SDI, except with less distance. Normal DI (DI) is also read on the last frame of hitlag, and alters the trajectory of the attack.now this might need some testing, but ive seen some "death explosions" come in diagonally. this is just a thought, but it might be an 8 sided boarder now.
also, dark sonic "The game reads whatever direction you are holding at the end of the hitlag, and that is your DI."
not true, you can di on every frame of hit stun (in melee)
Reading the entire thread would answer that question for you. It's been said several times throughout it.This may sound dumb but what is DIing?
That's pretty much the idea. That and the fact that when being sent vertically causes the game to include your character's fall speed in the distance calculation, instead of only wieght. That makes it a life saver and have drastic effects on fast fallers.Wow, I am learning a lot about DI in This thread.
In a way though DI does reduce the distance you fly. If a character hit you diagonally upward and you use recovery DI, even though the diagonal distance wont change, you wont fly as far to the left or right.
This logic seems right at least by my understanding atleast >.>
lol. 10charBump, cmon people don't you have better things to do like test a fundamental gameplay mechanic instead of naming stupid techs after yourself?
Holding down does nothing.How come nobody ever answered this question? We know how DI works in Melee, the question is, has it changed in Brawl? Somebody just spend 2 minutes setting up a test to see if you can DI directly against your trajectory, i.e. hit somebody straight up and see if holding straight down makes them fly less distance. This is a new game, all this stuff should be tested over again.