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A Simple Analysis on the New Theoretical Mechanic in Smash 4 - Vectoring

~斬~

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ORIGIN ARTICLE -
New Survival Mechanic In Smash 4 - "Vectoring"
-http://smashboards.com/threads/new-survival-mechanic-in-smash-4-vectoring.369324/-

(FOR TL;DR PEOPLE, PLEASE CHECK BOTTOM OF POST)

My basic understanding of this situation is that it is Nintendo's stance for Smash to be a more accessible game, especially for potential newcomers to the community. They've demonstrated this time and again by altering, and even taking away both accidental and previously intentional aspects of the game's mechanics we now affectionately refer to as tech skill (I.E. the mechanical paradigm shift between Melee and Brawl's development). Their lack of intent to bring back things like Wave Dashing and L-Cancelling into Smash 4 further reinforces their stance of universal accessibility so that newcomers to the community could feel like they could potentially be the next competitor or even champion without being blown away by seeing what the pros do.

How this factors into the disappearance of Smash DI and the major alterations of Trajectory DI now being referred to as Vectoring when taking Nintendo's developmental standpoint into account is the notion well reflected said standpoint of accessibility. Essentially, I'm arguing that this new "Vectoring" mechanic is the product of Nintendo's developers trying to create "DI made Easy" by making the way it works much more intuitive. For people who will pick up the game and get the hang of it for the first time, they will intuitively learn to "Vector" without any kind of teaching or otherwise. The only real group of people this will pose a difficulty for are those who have mastered and grown accustomed to the previous game's Smash and Trajectory DI.

From a developer's standpoint, I say that Nintendo did quite successfully complete their prime objective in the nuances of the game's Mechanics. Even though the metagame has yet to have been developed for Smash 4 and all the possible new tech skills have yet to been discovered (given that they exist), by essentially re-writing the entire framework of Smash's game flow, they have essentially leveled the playing field for all newcomers to try and come and join today to potentially become tomorrow's pros. Kind of like how in every new Kingdom Hearts game, the horribly broken Endgame Sora gets a "hard reset" on his abilities just in time for the plot of the next game to ensue.

Let's not forget that Nintendo is a Corporation, albeit a gaming one, a corporation nonetheless. Speaking on terms of revenue, it is in their best interest to make as many people want to play their games as possible, if only to at least pay off the overwhelming development costs. How this effects Smash is the fact that monetarily speaking, it isn't in Nintendo's best interest to cater to the the veterans and pros of the game, but more to the newcomer. This means that they can't produce another Melee, if you look at a tournament level pro Melee match now as someone who has never played before, or worse, someone who had just barely got the hang of the game, that insanely high level play is very likely to scare many people off and give up on Smash, which spells less sales for Nintendo. I'm not advocating the idea of putting making money first before the quality of your product or customer satisfaction, all I'm saying is that I understand what they're doing and why they're doing it.

This being said, I'm seeing that a lot of people are rather dissatisfied with calling this new (or better put, altered) mechanic "Vectoring". So to those who read this through, with my rudimentary analysis in mind, I'd like to propose that the name of this mechanic rather be called something on the lines of "Natural DI", or "Intuitive DI" seeing as it is still very much a "DI" mechanic.

Please let me know what your thoughts on this are, both agreeing and disagreeing opinions are welcome, as long as you're able to give constructive and critical input to hopefully stimulate a meaningful discussion. Also, I'd like to hear any other proposed names you can come up with created from your understanding of the nuances of the mechanic.

**TL;DR :
Vectoring is basically the Newbie friendly Nintendo brand "DI made Easy".
I don't necessarily like what Nintendo is doing to Smash 4 as a veteran pro player, but I understand why they're doing it.
If you don't like the name "Vectoring", I suggest the alternative name "Natural DI" or "Intuitive DI"...or something like that, if you have something better, feel free to tell me.


**EDIT**
For detailed information on how exactly the Vectoring mechanic works, please look to the source article linked above. This thread is only meant to be a discussion regarding the mechanic. Making posts and replies already armed with the prerequisite knowledge would be very much appreciated.
 
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響「Hibiki」

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So your "analysis" comes back down to a naming debate again?

I don't see why everyone is making such a big fuss about the mechanic either. It's in the game, so people will have to adapt, no matter how much they disagree with the changes. Vectoring feels a lot more intuitive, it makes sense that if you hold opposite of the direction you are flying, you reduce a bit of your knockback. Apparently the effect on low % combo game isn't too significant, it mostly affects mid % follow-ups and KO potential. The latter is balanced out a bit by having the new rage mechanic.

Blue font on a black background is very bad on the eyes by the way.
 

~斬~

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So your "analysis" comes back down to a naming debate again?

I don't see why everyone is making such a big fuss about the mechanic either. It's in the game, so people will have to adapt, no matter how much they disagree with the changes. Vectoring feels a lot more intuitive, it makes sense that if you hold opposite of the direction you are flying, you reduce a bit of your knockback. Apparently the effect on low % combo game isn't too significant, it mostly affects mid % follow-ups and KO potential. The latter is balanced out a bit by having the new rage mechanic.

Blue font on a black background is very bad on the eyes by the way.
Please don't misunderstand, it is not my intention to make this a naming debate by any means. I merely made that statement in light of the fact that a lot of people were griping about it in the comment section of the original post. My suggestion was in hopes to move towards its resolution. I am much more interested in hearing what people have to say about the mechanic itself. Also sorry about the bad color contrast of my font, I'll fix that right away!
 
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rocksgo

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I agree with you on everything you said, I guess. Though I enjoy watching meelee matches, it frustrates me how bad I am at it in comparison, and so I find it less enjoyable. In smash 4 the gap is not that large -- at least it doesn't seem that large. Can't say much about the competitive scene, but personally I think this smash is shaping up to be pretty much the best smash ever.
 

yahooda

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Ever since Strongbad first posted the thread for Vectoring I have insisted that it be called Knockback Influence.
 

~斬~

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Interesting. What exactly is different about it that makes it an easier form of DI?
I presume you were one of the people who only looked at the TL;DR. I don't fault you for that, I will only merely state that the answer to this question can be found in my full post, and the exact details of how it works can be found in the original article found on the Smashboards front page. Sorry if this inconveniences you.
 
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~斬~

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Ever since Strongbad first posted the thread for Vectoring I have insisted that it be called Knockback Influence.
Can you explain in detail why you would like it to be referred as "Knockback Influence" (presumably KI for short)?
 
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Cpt.

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I presume you were one of the people who only looked at the TL;DR. I don't fault you for that, I will only merely state that the answer to this question can be found in my full post, and the exact details of how it works can be found in the original article found on the Smashboards front page. Sorry if this inconveniences you.
No I read the whole thing. My answer is in the original article then.
 
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hotdogturtle

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Yeah, I mean, you're right, but... This post didn't warrant a separate thread, and you didn't really analyze anything. You just split the discussion from Strong Bad's thread into a second identical thread.
 

~斬~

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Yeah, I mean, you're right, but... This post didn't warrant a separate thread, and you didn't really analyze anything. You just split the discussion from Strong Bad's thread into a second identical thread.
I would disagree, I concede that I didn't analyze much about the mechanic itself seeing as there isn't much more to say about it that isn't already said. What I more so analyzed was the reasoning and nuance behind its implementation. I hear people complain a lot about how Nintendo is ruining Smash from a lot of other smashers I'm acquainted with so I thought there would be some merit in discussing not the "What" about the mechanic, but the "why", and the "how".

So in short I largely analyzed the idea of "Why this new mechanic as opposed to the previously used Smash and Trajectory DI". In that respect this isn't so much of a thread identical to the original that is geared toward the explanation of the mechanic itself, but more a thread that is geared toward a critical and constructive discussion about the mechanic.
 
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~斬~

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Probably because you can influence knockback
Simple and sweet, I like that. Though I think the terminology is lacking fundamentally because you aren't just influencing Knockback with Vectoring, you are able to influence the direction as well.
If it were literally just Knockback influence, you wouldn't be able to alter the angle in which you fly...only how far, which wouldn't be quite as viable of a survival technique given you had nothing else at your disposal.
 
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yahooda

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Can you explain in detail why you would like it to be referred as "Knockback Influence" (presumably KI for short)?
Moving the stick, from what I understand, affects the trajectory and amount of knockback you receive. Also it sounds similar to DI :psycho:
 

Gidy

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Because it's the easiest opinion to come to without actually understanding what VI does in the context of this game.
I used to be like that, but now I'm more optimistic about it.
 

TTTTTsd

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Just wait and see is all I can say. I'm not going to say it's a good or bad mechanic, but if you play Mario you can mitigate it pretty easy with plenty of pressure and low lag aerials.
 

Khao

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Simple and sweet, I like that. Though I think the terminology is lacking fundamentally because you aren't just influencing Knockback with Vectoring, you are able to influence the direction as well.
If it were literally just Knockback influence, you wouldn't be able to alter the angle in which you fly...only how far, which wouldn't be quite as viable of a survival technique given you had nothing else at your disposal.
Knockback is a force.

A force, by definition, has a direction. So by saying you're "just" altering the knockback, you already have direction covered. There can't be knockback without a direction.

I'd still advocate the idea of keeping DI because of both mechanics working similarly and having the same purpose, but Knockback Influence still pretty much adresses everything this mechanic can do.
 
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~斬~

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Knockback is a force.

A force, by definition, has a direction. So by saying you're "just" altering the knockback, you already have direction covered. There can't be knockback without a direction.

I'd still advocate the idea of keeping DI because of both mechanics working similarly and having the same purpose, but Knockback Influence still pretty much adresses everything this mechanic can do.
You're right that Force has a direction, but force isn't a direction. In other words, if somebody uppercut you in smash, it would hit you with an upward force, and you couldn't change the fact that in accordance to general physics an upward force would send you upward. To say that knockback influence also includes control of the direction of the force denotatively is to say that your input changed fundamentally the attack (in the example's case an uppercut) that hit you (meaning my input can't change that uppercut into a straight hook because it is my opponents input that caused the attack, not mine). What I am saying here is that to be able to control your direction of knockback after (or upon) having been hit is completely separate from controlling the knockback itself. To better paint a realistic picture, in a real fight, I can take an uppercut and probably get knocked off the ground, there is nothing I can do to stop this once it hits me, but if I want to I can apply force upon myself separate from the punch to make myself move in a particular direction upon being hit, like jumping backwards when I get hit.

My honest opinion is that I kind of like the idea of this new mechanic, but I would have much better liked it paired with the preservation of Smash DI. Making Trajectory DI easier for people who haven't mastered DI in the past will help give rise to more good players because they can put more time into honing other skills than DI since good DI would just come naturally to them with this Mechanic. This may prove to be an issue for veteran players of course, having to deal with change and whatnot, but since this mechanic is so focused on working towards intuitiveness in execution, I think it is a fairly safe bet that after the whining, veterans will pick it up and master it quite quickly.

Thinking more into it now, this new mechanic still throws a bone to vets because the game doesn't at all punish you for executing Trajectory DI in the way that you were used to in the past. I know that playing the demo, I survived a lot of attacks that should have killed me due to my use of old fashioned DI.
 
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