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A little odd, but interesting...Offensive DI?

Toomai

Smash Ace
Joined
Aug 17, 2006
Messages
769
Location
Someplace in Canada
We all know how you can alter your trajectory after/while being hit by tilting the Stick in a direction (Directional Influence). What if you could do the same to affect the path of those you attack?

Say you do an f-smash to a floaty. You'd rather KO them off the top. So you'd tilt the Stick up after you initiate the attack, and they're DI'd upwards (only if they didn't DI it themselves, if they did their path would be a combination of the two Stick directions).

Obviously, there are some problems to this idea...The main one is what happens if you don't let go of the Stick while you attack. Do you give extra DI in that direction, or would it not count because you didn't try? But then what if you wanted to DI the opponent diagonally up during your f-smash but only the "up" part worked because of the continuous holding rule?

Does this even sound feasible to you guys? It'd automatically stick in a lot more mindgames, but would it cross the line to being overcomplicated?
 

fluffy

Smash Champion
Joined
Nov 18, 2005
Messages
2,037
Location
NJ/NY
up throw, down throw, left throw, right throw

up smash, down smash, left smash, right smash

are already influence to the direction the opponent is to go. i think.
 

Zodiac

Smash Master
Joined
Aug 10, 2005
Messages
3,557
I've experimented with this and I don't believe it yielded any significant results. Meaning I don't think it works
 

SSJ4Kazuki

Smash Champion
Joined
Jun 13, 2005
Messages
2,605
Location
UK (Edinburgh, Scotland)
Anyone who thinks it would be overcomplicated:
It wouldn't.

Because, like L-Cancelling and regular DI, this technique probably
won't be told to you by the game.
As long as attacks still have knockback, I don't think the fact that
this technique exists will cause too much confusion.
One rule however, you should not be able to use this move to INCREASE
knockback, only to alter the trajectory, keeping things nice and fair.
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
I'm not too sure this is a good idea, mainly because of the fact that DI was designed to prevent you from being in set combos (see original smash). Now, this does have a rock, paper, scissors aspect to it, but often times there is one solidly viable direction to DI from a said attack. If the aggressor has the ability to force his DI in the opposite direction it would negate the defenders DI causing him to have a lack of DI, and while there may only be a few cases of this actually happening severely, all it takes are just a few to make things get out of hand.

An example for those who aren't sure of what I'm saying.

Marth's fair typically sends and opponent upwards and away from the tip. Typically you would want to DI away to prevent combos, but if the Marth placed agressive DI away (it sounds really hard to move your fingers, but there would be plenty to master this) it would negate the best/most common DI. Now , the player could choose to DI towards the Marth, and with the added aggressive DI it would place him going up and towards the marth in which case it's still within comboing potential for marth. DIing up or down wouldn't affect much in ways of combos most of the time either.

I hope that is a good example of how aggressive DI could prove to be too much. I am all about control, but when it prevents defensive options to the point where they are almost negated it only shallows the gameplay. However, this is all speculation so it might not be so bad.

This is also on the assumption that aggressive DI has the same power as normal DI, in which case I really doubt it would have *that* much influence.
 

petre

Smash Lord
Joined
Jan 17, 2007
Messages
1,920
Location
closest to Sterling Heights, MI on your wii foreca
you should only be allowed to smash DI your own attacks. and it affects you, not the person youre hitting. it would still allow you to DI yet serve no purpose whatsoever at the same time. well, maybe it could help out a jiggs, jump slightly offstage to rest someone, and smash DI back onto the stage...in fact that would assist in returning from many offstage edgeguards...
 

Toomai

Smash Ace
Joined
Aug 17, 2006
Messages
769
Location
Someplace in Canada
This is also on the assumption that aggressive DI has the same power as normal DI, in which case I really doubt it would have *that* much influence.
That's a good point. Now that I think about it, it would make more sense for offensive DI to have, say, half the power of normal DI. So if the attacker points left and the defender points right, the resultant DI is 50% right instead of neutral.
 

rsc_390

Smash Apprentice
Joined
Oct 24, 2006
Messages
157
We all know how you can alter your trajectory after/while being hit by tilting the Stick in a direction (Directional Influence). What if you could do the same to affect the path of those you attack?

Say you do an f-smash to a floaty. You'd rather KO them off the top. So you'd tilt the Stick up after you initiate the attack, and they're DI'd upwards (only if they didn't DI it themselves, if they did their path would be a combination of the two Stick directions).

Obviously, there are some problems to this idea...The main one is what happens if you don't let go of the Stick while you attack. Do you give extra DI in that direction, or would it not count because you didn't try? But then what if you wanted to DI the opponent diagonally up during your f-smash but only the "up" part worked because of the continuous holding rule?

Does this even sound feasible to you guys? It'd automatically stick in a lot more mindgames, but would it cross the line to being overcomplicated?
I'm going to have to say that this is a bad idea, but since its mostly for the same reasons that MookieRah so I won't badger you.

However Toomai, you're forgetting taht we already do have control over our victims' movement, or Offensive DI as you say. Remember that how you hit your opponent with the same move can greatly influence the direction he goes, especially when sweetspots are involved.

Let's go back to Marth's Fair. By hitting you with the tip of the sword as opposed to the blade near the hilt, I increase your knockback. My decision of how I should hit you with Marth's Fair is dependent on your fall-speed, percentage, weight, and what exactly I plan to follow up with. So as you can see, we already DO have Offensive DI, and by understanding all the aforementioned aspects, one can much easier perform combos.

An easier example is Marth's F-Smash. I have the choice to either hit you with the F-Smash when you land next to me with your laggy move, or I can wavedash backwards and get you with the F-Smash's sweetspot. By choosing the latter I am performing "Offensive DI", but at the price of the time it takes to wavedash, which MIGHT be too much to get my hit in depending on your lag-time. The strategy already involved w/ sweetspotting is much more in-depth than the Offensive DI you are suggesting with mere rock-paper-scissors control stick directions.
 

180OP

Smash Journeyman
Joined
May 19, 2007
Messages
345
Location
Toronto, Ontario
I second with MookieRah.

There will be enough people who will master this. Then be prepared to see more 0 to death or high percentage combos.

Although it would make good combo videos.

The current system of DI seems to be as good as it can get. Maybe focus should be someone else.
 
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