Directional influence: Difference between revisions

→‎In SSB4: Noted changes in DI don't quite reflect Melee/Brawl.
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(→‎In SSB4: Noted changes in DI don't quite reflect Melee/Brawl.)
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Upon the initial release of {{for3ds}}, directional influence acted in a very different way. Instead of altering the angle of knockback by a limited amount, the player inputs a vector that is added to the vector of knockback. As a result, instead of surviving longer by DI'ing perpendicular to an attack, players survive longer by DI'ing directly against the attack, and can also escape combos by DI'ing in sync with the attack (effectively adding to or subtracting from the knockback instead of reorienting it).<ref>[http://smashboards.com/threads/vectoring-the-replacement-to-directional-influence-in-smash-4.368780/ Smashboards - "Vectoring: The replacement to Directional Influence in Smash 4"]</ref> This overall allowed characters to survive significantly longer than they would with normal DI, while making combos much more difficult to pull off, as vectoring allowed opponents to frequently be hit too far to successfully followup. In an attempt to distinguish the new mechanics from the old, some players prefer to call the new form of directional influence "'''vectoring'''", "'''vectorial influence'''", or "'''knockback influence'''".
Upon the initial release of {{for3ds}}, directional influence acted in a very different way. Instead of altering the angle of knockback by a limited amount, the player inputs a vector that is added to the vector of knockback. As a result, instead of surviving longer by DI'ing perpendicular to an attack, players survive longer by DI'ing directly against the attack, and can also escape combos by DI'ing in sync with the attack (effectively adding to or subtracting from the knockback instead of reorienting it).<ref>[http://smashboards.com/threads/vectoring-the-replacement-to-directional-influence-in-smash-4.368780/ Smashboards - "Vectoring: The replacement to Directional Influence in Smash 4"]</ref> This overall allowed characters to survive significantly longer than they would with normal DI, while making combos much more difficult to pull off, as vectoring allowed opponents to frequently be hit too far to successfully followup. In an attempt to distinguish the new mechanics from the old, some players prefer to call the new form of directional influence "'''vectoring'''", "'''vectorial influence'''", or "'''knockback influence'''".


Version 1.0.4 of the 3DS version reverts the DI system to what it was in previous games, leading to characters not living as long as they did previously, while making true combos much more prevalent, thus overall making the game's offense potential greater.
Version 1.0.4 of the 3DS version changed the DI system again. Horizontal vectoring is still present, but vertical DI is reverted to its ''Melee/Brawl'' incarnation.


==See also==
==See also==
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