Directional influence: Difference between revisions

mNo edit summary
Line 32: Line 32:
==DI in ''[[Smash 4]]''==
==DI in ''[[Smash 4]]''==
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 technique is commonly known as '''vectoring''', and 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. The name was coined by {{sm|Strong Bad}}, who first published the Smashboards post.
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 technique is commonly known as '''vectoring''', and 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. The name was coined by {{sm|Strong Bad}}, who first published the Smashboards post.
Version 1.0.4 of the 3DS version changed the DI system again. Vectoring is still present, but has no effect on knockback with angles between 65° and 115°<ref>[https://twitter.com/Ruben_dal/status/820897784496852992 Ruben on Twitter: "In the meantime visuals to understand LSI: how it works, its conditions and multiplier formula"]</ref>. The wideness of the angle at which an attack can be DIed was also shortened in the transition, going from a maximum of 20° to a maximum of 10°.
Version 1.0.4 of the 3DS version changed the DI system again. Vectoring is still present, but only applies to upwards and downwards inputs, and has no effect on knockback with angles between 65° and 115°<ref>[https://twitter.com/Ruben_dal/status/820897784496852992 Ruben on Twitter: "In the meantime visuals to understand LSI: how it works, its conditions and multiplier formula"]</ref>. The wideness of the angle at which an attack can be DIed was also shortened in the transition, going from a maximum of 20° to a maximum of 10°.


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