Fortress
Smash Master
So, I felt like posing a serious question here. I've watched quite a bit of video, read up on it, and watched DI being performed, but I still have such a small understanding of how it works and how to perform the technique, that I find myself dying at percents that are survivable. I felt like this would be as good a place as any to get the skinny on it, and figure out just how in the world it works.
I understand that there are different types of DI, being standard, smash, and tap, but all I know is that smash uses the c-stick (I know nothing more), and just a few general guidelines for standard DI (such as, tilt the stick to the left or right for vertical knockback, and diagonally upwards for horizontal knockback). I really don't have a grasp on how this works. So, with that in mind, I was hoping that this thread would end up being a conglomeration of tips, tricks, and thoughts from some of the great minds on here. And, who knows, maybe a rookie like myself asking what could be considered a commonsense question could open up some new avenues of thought for players who otherwise thought they had DI down.
Let's begin.
I guess I'll kick off the discussion and get things rolling. Might as well.
WHAT I KNOW (read as: 'what I don't know')
Standard DI: For starters, I'm sure that anybody who is reading here has a grasp of what DI is and what it's supposed to accomplish; Directional Influence is an advanced technique used to survive incredible knockback at otherwise lethal percentages. Those times where you thought you knocked your opponent straight from Battlefield to Yoshi's Island and they survived? That's good DI at work. In the simplest terms that I've ever understood it, DI is 'moving' your character while tumbling such that they 'buffer' out as much knockback as possible, increasing survival rates.
For 'standard' DI (using the control stick), this involves holding the stick in a direction that will 'cancel' out your knockback to a small extent, usually perpendicular to where you're being sent flying. If you're being sent straight up into the air, hold the stick left or right (whichever direction will depend on how you feel your opponent will follow through with their attack), usually such that you're going to be flying away from your opponent. If you're sent horizontally, tilt the control stick diagonally up and towards the stage if knocked off, or away from the opponent if you will land on the stage and be able to tech. I think.
Not only is DI used to save you from offstage doom, but to escape combos and infinite jabs as well. All of those times that you were pinned down by Link, Fox, or Sheik in the **** tent corner on Hyrule Castle? Odds are, DI could've gotten you out of there before the inevitable up-special/up-smash/whatever Sheik can do out of a jab. That time where a Ness main was just toying with you with PK fire traps? Good DI can get you out of that, too. ****ing smart bombs? You get the idea; DI saves.
And, well, that's really all I know.
I understand that there are different types of DI, being standard, smash, and tap, but all I know is that smash uses the c-stick (I know nothing more), and just a few general guidelines for standard DI (such as, tilt the stick to the left or right for vertical knockback, and diagonally upwards for horizontal knockback). I really don't have a grasp on how this works. So, with that in mind, I was hoping that this thread would end up being a conglomeration of tips, tricks, and thoughts from some of the great minds on here. And, who knows, maybe a rookie like myself asking what could be considered a commonsense question could open up some new avenues of thought for players who otherwise thought they had DI down.
Let's begin.
I guess I'll kick off the discussion and get things rolling. Might as well.
WHAT I KNOW (read as: 'what I don't know')
Standard DI: For starters, I'm sure that anybody who is reading here has a grasp of what DI is and what it's supposed to accomplish; Directional Influence is an advanced technique used to survive incredible knockback at otherwise lethal percentages. Those times where you thought you knocked your opponent straight from Battlefield to Yoshi's Island and they survived? That's good DI at work. In the simplest terms that I've ever understood it, DI is 'moving' your character while tumbling such that they 'buffer' out as much knockback as possible, increasing survival rates.
For 'standard' DI (using the control stick), this involves holding the stick in a direction that will 'cancel' out your knockback to a small extent, usually perpendicular to where you're being sent flying. If you're being sent straight up into the air, hold the stick left or right (whichever direction will depend on how you feel your opponent will follow through with their attack), usually such that you're going to be flying away from your opponent. If you're sent horizontally, tilt the control stick diagonally up and towards the stage if knocked off, or away from the opponent if you will land on the stage and be able to tech. I think.
Not only is DI used to save you from offstage doom, but to escape combos and infinite jabs as well. All of those times that you were pinned down by Link, Fox, or Sheik in the **** tent corner on Hyrule Castle? Odds are, DI could've gotten you out of there before the inevitable up-special/up-smash/whatever Sheik can do out of a jab. That time where a Ness main was just toying with you with PK fire traps? Good DI can get you out of that, too. ****ing smart bombs? You get the idea; DI saves.
And, well, that's really all I know.