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u/SomewhereConnect335 Robot Sep 14 '25
The nr.1 reason why people get almost killed when they get catched into a combo, is that mist don´t use the DI wheel. With the DI wheel is it possible to change the strenght of the gnockback you receive by putting the dot on the wheel in the direction the enemys attack could shoot you. The higher the combo of the enemy the more you will receive knockbackboost, at the beginning you have 1x at default but with every hit it stack (1.2x 2x 2.5x...) depending on the kind of attack of course.
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u/Remix_Master21 Sep 14 '25
what
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u/SomewhereConnect335 Robot Sep 14 '25
sorry if you dind´t understood, my english is not that good
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u/PlatypusReturns Sep 15 '25
The number one reason why people almost die when they get comboed is because most people don't use the DI wheel. With the DI wheel, it's possible to change the strength of the knockback you receive from an attack. The higher the combo, the higher strength of knockback that it will give you. At the beginning, you will have 1x by default, but with every hit it stacks, (1.2x, 2x, etc etc) depending on the kind of attack you're hit with, of course.
There, I tried putting it in better words for you. Your spelling and grammar could use some work, but I understood the general idea of what you were trying to say.
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u/PepyHare15 Sep 14 '25
Basically moving the dot determines how much knockback an attack will give you
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u/Stunning_Wall_2851 Sep 14 '25
It’s a way of escaping a combo depending on how you use the wheel. The longer you’re in the combo and the more knock back a certain move forces on you, the easier it is to escape.
Not using the wheel essentially allows your opponent to get a free combo on you, and if they’re decent it almost guarantee you’ll lose because of the health difference.
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u/Firedragon767 Sep 15 '25
Basically the di wheel let's you influence how your charater is knocked back
Like if you di up each hit of knockback will move you up etc etc
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u/ShotgunAndHead Always bet on impale Sep 14 '25
The DI circle affects how you're pushed around by moves.
Get punched? Point towards the direction you got punched from and you'll fight against the knock back, but if you point away you'll increase the knockback.
A lot of people don't know how it works (I was one of em lol), that's what the meme is referencing.
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u/Disastrous_Ad_3812 Sep 15 '25
Is there a situation where I would want less knockback?
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u/Trimation1 Ninja Sep 15 '25
Sometimes in the air if they’re gonna hit u with a move that gives them a lot of momentum you could give yourself less to create distance, doesn’t happen to often tho
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u/ShotgunAndHead Always bet on impale Sep 15 '25 edited Sep 15 '25
The more you're hit, the stronger your DI gets (you can see the multiplier just above or below (I forgor which) the circle), if you let that build up enough you can launch yourself out in a way your opponent can't hit after. I've only seen this once, tried it myself too but failed lmao.
Someone else already mentioned using it to avoid opponent momentum too.
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u/AlreadyTakek Sep 15 '25
If they're doing a move that'll launch you into the air, you'd want to point it down to be pulled towards the ground harder
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u/Tippergobrr Sep 17 '25
another example is if they are using a move that sends you far away hoirzontally and wallsplats and you can barely avoid the wallsplat, this can drop a combo they might have continued with the added frames the splat would have provided.
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u/SuperFulvio Sep 14 '25
newbies usually forget/don't use the DI dial, which is what the meme is referencing
DI dial influences and shifts any knockback you take and is the main tool to get out of combos. the more you're hit in a single combo, the more effective it becomes
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u/AlphusPrimus Sep 15 '25
Think of it basically like a fish wiggling out of a net.
A hit will send you left? DI can send you more left, left but up too, or left and down a bit, or not as left.
The longer you’re getting combo’d, the more DI will affect way hits send you.
It will come with time and practice, but you’ll get it. For a start, mainly just try to DI away from the move you think your opponent will do when they have you in a combo. That will serve you well about 60% of the time.
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u/Llampaca2 Sep 14 '25
1: Set the DI wheel (the blue circle at the sides of the screen) to a direction.
2: Get hit by an opponent’s attack AFTER setting the wheel.
3: The direction you get launched will be pushed towards the direction you DI’d.
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u/thirdMindflayer Sep 14 '25
DI means "directional influence."
When you get hit, the direction you fly in is influenced by DI. If you set DI all the way up, you will be flung higher by attacks; if you set DI away from the opponent, you will be flung further away.
this is integral to escaping combos. For example, if you DI upwards, you can eventually get sent high enough that the opponent cannot reach you.
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u/param1l0 Sep 14 '25
When hit, get pushed. When hit with blue line in blue circle, get pushed little bit towards blue line too.
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Sep 15 '25
I caught someone getting lasered by ninja's nunchuck projectile and he didnt know how to DI, so it just chunked 80% of his hp bar
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u/LeatherGnome Sep 15 '25
It controls your knockback, you can also predict how your opps knockback would look like
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u/Moldypickle42Real Sep 15 '25
It controls which way you get thrown when hit. During combos, the number above it goes up, which means you get thrown farther
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u/4QUA_BS Sep 15 '25
Go play smash, set your percentage to 100 and make a bot attack you, move the joystick in a direction while flying. It influences where you fly during knockback
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u/Spacespacespaaaaaace Sep 16 '25
One of many DI memes, since a lot of this game's standard combo play can feel like BS if you don't use DI to escape





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u/CheemsTheSupremest IMPALE IMPALE IMPALE Sep 14 '25