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Di

kyb

Smash Rookie
Joined
Aug 12, 2008
Messages
4
hi
i know what DI stands for and it can be used to help recoveries and stuff.
but how and when do i do it?
as i get smashed? and what directions?

cheers.
 

Terywj [태리]

Charismatic Maknae~
Joined
Aug 23, 2007
Messages
30,536
Location
香港 & 서울
Search button. It works miracles for those who know how to use it.

But anyways, whenever you are hit, grabbed, etc...if you hold the control stick to the direction you want to go, your character will not fly as far.

-Ter
 

~Peachy~

Creator of delicious desserts
Joined
Feb 23, 2008
Messages
1,423
Location
<3
hi
i know what DI stands for and it can be used to help recoveries and stuff.
but how and when do i do it?
as i get smashed? and what directions?

cheers.
For future reference.... please post those simple questions here:

http://smashboards.com/showthread.php?t=169608

Or just Search it.^__^

It cuts down on the number of unnecessary threads around here.;)


Directional Influence is Di...but you already said you know that. ;)

Directional influence is you influencing where you get blasted off to or where you go during an attack.

When you fly off the stage, you DI in a direction perpendicular to the stage. I heard it was Tilt the Controller stick up when flying horizontally and towards the stage when blasted upwards.( someone correct me if I'm wrong though);)

There is also something Called SDI or Smash Directional Influence. This is used to get out of Multihit attacks such as Zelda's Up Smash Attack. It is the Same As DI but you guessed it... the difference is that you repeatedly tilt the controller in the direction you want to move your character in to get out of the attack.

Basically to DI you have to move the controller stick in the direction you want your character to go when you get attacked by your opponent.


Well...that's it! ^__^

Anyone, feel free to correct me/ add info if I messed up in my explanations!! ;).
 

Kasai

Smash Journeyman
Joined
May 18, 2008
Messages
420
Location
Bellingham, Washington
Basically, the direction you hold the control stick is perpendicular to the direction that you are flying. If you fly straight up, hold straight to the side. If you fly straight horizontally, hold straight up.

The reasoning behind this is the fact that DI doesn't change the distance that you fly AT ALL. If you get hit with x knockback, someone with perfect DI would still have x knockback; they would just be flying at a different angle. Because of this, the sole purpose of DI is an attempt to redirect your character to the point where they have the biggest chance of surviving (the furthest blast zone, which is the upper corner).


If you take a look at the picture below (awesome I know >.>), using the Pythagorean theorem, it's possible to see that the corner will always be the furthest point away from the stage and because you can't actually change the distance flown, it's the best place to aim. Unfortunately, if you are already flying directly into the corner, DI is more or less worthless because any movement would actually cause you to die earlier.





Now smash DI is simply "smashing" the control stick in directions WHILE getting hit by attacks, and more importantly, multi hit attacks. With proper smash DI, it's possible to escape attacks like Metaknight's neutral B (tornado) and Pikachu's dsmash (annoying electric rat attack). The correct direction of smash DI usually depends on the attack being escaped from.
 

Kasai

Smash Journeyman
Joined
May 18, 2008
Messages
420
Location
Bellingham, Washington
I was thinking of getting technical and numeral all over the place but then again, you don't really know the angle degree's and couldn't get any ratios... (also I don't know how to make a square root symbol on my keyboard >.>).



Still....... it would be pretty awesome to say that you can live 1.41421356 times longer by DIing into the corner compared to being killed by a directly vertical or horizontal attack.
 

Crizthakidd

Smash Champion
Joined
Oct 1, 2007
Messages
2,619
Location
NJ
lol damit. attacks that send you right into the upper corners are not worth DI'ing because it would make you die faster....


also what about quarter circle DI. i can get outa zeldas side smash or stuff like ddd's AAA combo but.. its usually just chance. what exactly isit
 

infomon

Smash Scientist
Joined
Mar 11, 2008
Messages
5,559
Location
Toronto, Canada
Quarter-circle DI is inputting smash DI by rotating the control stick (or the C-stick, if it's set to Smash attacks). There are 8 cardinal directions (notches) on each stick, and rotating from one to the next inputs a different smash DI. So rotating the sticks can be a very fast way to get in a lot of smash DI input. Of course, you might care about the direction of your input as well, so you escape appropriately as per the attack.

Try on slow motion in training mode, get hit with a/some smartbombs. Then experiment with smashing a direction and holding it, vs. smashing one direction repeatedly, vs. rotating the control stick. For either the control stick or the C-stick, or both. But if both sticks hit the same direction on the exact same frame it only counts as one DI input :) (since setting Smash on the C-stick just makes it input a Direction input and an Attack input at the same time; so for smash-DI it reads the c-stick movements as if it's coming from the control stick.)
 

BBQ°

Smash Champion
Joined
Mar 26, 2008
Messages
2,018
Location
Woodstock, GA
Hai guyz I Di to live (lolz puns).

No, but seriously. I posted on another thread questioning DI so I'll just quote my stuff to save me time.

Let's say you get hit by one of Zelda's lightning kicks. The moment you get hit, where everything seems to freeze for half a second, is when you must DI. For attacks that send you horizontally, you DI up and towards the stage. For attacks that send you vertically, you DI left or right.

The complicated part is you have to have fast reflexes (but you train yourself so it's not that hard), and you have to know which direction every attack sends you. You also have to know where sweet-spotted attacks send you, for example, Pikachu's thunder. The lightning bolt will send you upwards, so you have to DI left or right (although you shouldn't even get hit by it, it's easily dodged). But, the part where Pikachu's body is the sweet spot, and that part sends you horizontally, so you have to DI up and towards the stage.

There are also more advanced types of DI such as quarter-circle DI or double-stick DI. I'm still working on double-stick DI (but mostly unsure) so I won't say anything about it so I won't misinform you. But, quarter-circle DI is when at the exact moment you get hit, you input DI's with the analog stick in a 90 degree fashion, or "quarter-circle" because it's a quarter of the analog stick. You have to input this really fast though, since you have less than half a second to do it. But this dramatically reduces knockback, and helps you surivive hits that not even regular DI will help you survive.

I'll check back on this thread if you still have quesitons.
DI:ing does not make you slow down when you are sent flying. All it does is redirect where you go when you are sent flying. For example, a stage like Final Destination has a low death cieling, meaning an attack that sends you upwards will have a higher chance of killing you than an attack that will send you left or right.

Given this scenario: A Fox up-smashes you on Final Destination. Where you are on the stage before you are sent flying will be called Point A. After the up-smash, you will be sent flying to where the death cieling is, and will be called Point B. If you don't DI and just let yourself go flying upwards, you will most likely die because the death cieling is low compared to the sides of the level. But let's say you DI left. Now Point B moves to the top left corner of the stage, where the death wall is farther away from the death cieling and therefore allows you to survive.

You can also think of it this way: You are in a stage where the death walls/cielings are exactly the same distance apart (so like a perfect square stage). Let's say the main platform is a walk off platform. Let's say you get up-smashed from the very edge of the walk-off platform. You don't DI. You go straight upwards. Point A to Point B is a straight line going up and down. But let's say you DI left. You go up + left. Your Point A to Point B is now a diagonal, so it spreads out that distance evenly into that diagonal.

The reason why Quarter-Circle DI seems to slow you down is because you are inputting multiple smash DI's while you are performing the quarter turn. So instead of a diagonal or straight line, you are going in a ZIG-ZAG. This happens so fast that only a program such as Action replay will be able to show this Zig-Zag. This video demonstrates Quarter-Circle DI in slow motion using Action Replay. I suggest you watch the whole thing, but if you don't have time, skip to 3:50 while the credits are playing http://video.google.com/videoplay?d...rfect+control&ei=fI0rSPHuO5HCrgKyif2FCg&hl=en
Yes, just remember you have to DI perpendicular to where you are going to be sent (IE up-smash means to DI left or right). The direction in which you go may not be as extreme as you might think. It's not like if you get hit by an up-smash and you DI left you got rocketing left. You actually go up-left, instead. Also, if you get hit left, DIing to the left or right will not do anything. Always DI perpendicular when trying to survive big hits.


No. When you quarter-circle DI, you are rapidly inputting multiple DI's. This means you will move in every direction you inputted, which is why I said you move in a zig-zag. Watch 3:50 of that video I posted if you still don't understand.
Some of my quotes are responses to people's questions so just try to figure it out on your own :p
 

Kasai

Smash Journeyman
Joined
May 18, 2008
Messages
420
Location
Bellingham, Washington
Well, on the account that I got the idea to do a picture, I decided to make a new picture explaining everything without any need for additional writing.

 

Sosuke

Smash Obsessed
Joined
Aug 3, 2007
Messages
25,073
Switch FC
8132-9932-4710
Kasai your statistics impress me.
This takes me back to the old geometry days. xD
 

Kasai

Smash Journeyman
Joined
May 18, 2008
Messages
420
Location
Bellingham, Washington
For some reason, I remember that for isosceles triangles, the ratios of the side are 1, 1 and the square root of 2 (~1.41)....


Anyway, I sure know that living to 141% is a lot better than 100%.
 
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