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Directional Influence Edit

DI is the act of influencing your character's trajectories when you are getting hit. It is a very important mechanic to understand as it helps you both escape combos and survive longer but can have the opposite effect if poorly used.

Traditional DI Edit

After getting hit your character enters a very brief hitpause animation before getting launched.

By holding a direction after the hitpause ends, you can influence the angle you get launched from by up to 18 degrees. Thus the highest angle change is achieved by holding a direction perpendicular to the default launch trajectory.

You can influence the angle of some unique moves by up to 28 degrees instead, those are Wrastor and Kragg down-specials, which put your character in a different state than hitpause called tumble.

Automatic Smash DI Edit

During hitpause you can hold a direction to very slightly move your character towards the held direction.

Drift DI Edit

During hitstun (knockback) you can influence your horizontal trajectory by holding directions, slightly accelerating your character towards the direction holded. Used to slow down or speeding up your horizontal trajectory.

Teching Edit

Pressing the dodge button as your character hits the ground while in hitstun makes him quickly roll left/in place/right and get back up, instead of bouncing off the ground.

You can also tech off of walls, including walls created by Kragg.

Fast Falling Edit

While in the air, if you are at the top of a jump or falling, jamming downwards will make your character instantly fall at his maximum falling speed.

Wavedash Edit

Jumping and immediately air-dodging forwards or backwards to do a short dash in either direction.

Dash Dancing Edit

Very rapidly dashing in opposite directions on the ground to bait your opponent into doing something unsafe.

Jab Canceling Edit

You can cancel your 1st or 2nd jab into any tilt. The second jab can be teched so it can be risky going for it, but the first jab can't be teched so canceling it into a fast tilt is usually guaranteed if the range matches.

Crouch Cancel Edit

DI'ing downwards at low percent on the ground allows you to act faster after getting hit by low knockback moves.

Special Reverse Edit

Use neutral special and quickly input left or right while still holding the neutral button. Your fighter should turn around in the inputted direction before he uses his special. Very useful technique for characters with projectiles as neutral specials such as Orcane or Maypul.

Buffering Edit

You can input your next action a few frames before your current character state ends and it will be queued and executed right after the current state finishes. This essentially allows you to do frame perfect combo strings without having frame perfect inputs.

Reverse Aerial Rush Edit

While running forward, quickly input the opposite direction then jump before holding your original direction again, your character should jump facing backwards while still keeping his forward momentum.

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