Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
For future reference.... please post those simple questions here: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.
this is helpful thanks dudestuff
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
Some of my quotes are responses to people's questions so just try to figure it out on your ownYes, 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.