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DI Help?

BigHairyFart

Salty Supreme
Joined
Jan 10, 2013
Messages
866
Location
Kansas City, MO
NNID
JackAzzMcTittles
I feel a little stupid for asking this, but can someone explain DI to me? I've looked at countless Youtube videos & so-called "guides" on the internet, but I still don't get it. What is it, what does it do, & how do I do it?
 

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
DI stands for direction influence and basically lets you slightly affect how/what direction you are flung when hit by an attack, here's a quick synopsis or w/e on DI in case you don't wanna read pages of stuff

Trajectory DI or just DI:
Occurs on the frame just after hitlag*, or the first frame of knockback. Influences trajectory you can fly. Perfect DI is holding the control stick at 90 degrees from the move's base trajectory, which results in an 18 degree change from the base knockback trajectory in the direction that you hold the stick. Surviving kill moves off the side requires up+toward the stage, or just up for low angle moves, sideways for moves that kill off the top, and towards the stage for meteors/spikes. For combos, this depends heavily on a character's vertical and horizontal follow-up ability, but in general you want to get back down to the ground ASAP so you'd DI down and away for anything that doesn't send straight up, or sideways for things that do.

Smash-DI or SDI
Occurs during hitlag frames. Influences character position during hitlag. Perfect SDI is smash inputs on the control stick every frame (or every other frame, not sure, but it's not important unless you're making TAS stuff). Of course, this isn't humanly possible, but what IS is rolling the control stick during hitlag to quickly input multiple SDI inputs in the general direction you want. Where you would WANT to SDI should be pretty obvious- away from blastzones against kill moves, and away from opponent during combos. SDIing towards the wall or ledge is how you make yourself collide with it when hit during a low recovery in order to edge tech. This can't be used to collide with the ground directly but can put you in a position to use regular DI/ASDI to do so. You can't SDI down when hit while grounded (you're already as low as you can go) and moves that send horizontally or lower can't be SDI'd up when hit while grounded.

Automatic Smash-DI or ASDI
Occurs only the frame just after hitlag, same as DI. Influences character position on that frame. Can be done by just holding control stick or c-stick (which is prioritized for ASDI over control stick) allowing Trajectory DI input to be separated from ASDI input. This allows for perfect** ASDI and perfect* DI to both be done on the same hit, called Double-stick DI, or DSDI. ASDI can be used to collide with any surface, whereas SDI can't collide with floors; this is what allows pseudo-crouch canceling.

*Hitlag is also called freeze frames, it's the brief moment where both characters pause when one of them lands a hit, it's how you know you hit them besides the graphical effects and SFX usually, because the move slows down just a tad
**perfect is only used to refer to "going where you want to go as well as you can"; often times DSDI is used to collide with floors from strong attacks, meaning the perfect DI might be down and away while the perfect ASDI is down. "Perfect" will always depend on the goal, however.

If I'm wrong on this **** somebody please call me out, but I'm fairly certain I'm not
 

BigHairyFart

Salty Supreme
Joined
Jan 10, 2013
Messages
866
Location
Kansas City, MO
NNID
JackAzzMcTittles
Thank you, that actually clears up quite a bit. I already do Trajectory DI as well as I can, but I get how people can react fast enough to start an SDI or DSDI. I can't see any moment when the characters "pause" during "hitlag."
 

TreK

Is "that guy"
Joined
Aug 27, 2008
Messages
2,960
Location
France
Tbh, people have really bad reaction time in general. They're just prepared to get hit because of experience, and thus anticipate a bit. Once you know the timing, 'seeing' the hitlag isn't necessary any more. Just experiment until you find a timing where your SDI is noticeable, and try to replicate this timing.
 

210stuna

Smash Lord
Joined
May 3, 2013
Messages
1,244
Location
The Lone Star State
So the PMBR increased the time certain moves stun characters when hit to better string combos?

My friend gets mad when I use DK because a lot of his moves leave him vulnerable for a follow up. I'm not sure if he knows about DI though, and I've never played against a good DK before. Actually he uses Gannon a lot, and I'm sure he's kind of the same way. Especially if you don't DI right or tech.

You're ****ed.
 
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