Some observations based on ninjalink's video. Note that since only bowser's fsmash was tested, any conclusions here may not apply equally to all attacks.
- Up: There is a clear and dramatic increase in knockback by holding up. Jiggs flies higher *and* further than no direction. She reaches the vertical bubble easily and is almost completely offscreen as she falls, but not quite in the horizontal bubble.
- Away: Has a stronger horizontal knockback, as you would expect. Jiggs reaches the horizontal bubble with this.
- Toward: Reduces the horizontal knockback as compared with no direction.
- Down: Reduces both the vertical *and* horizontal knockback, but does not reduce horizontal knockback by as much as holding toward.
- Holding nothing results in jiggs being halfway offscreen (not in the bubble).
In terms of horizontal survivability, toward>down>nothing>up>away.
Now, based on what we know from both brawl and previous testing in smash 4, holding a diagonal
should be the combination of both directions (at full strength of effectiveness). Let's see if the diagonal tests ninjalink did match up with this theory:
Up-toward: Vertical bubble, seems to be roughly the same horizontal distance as just toward. Found at ~19:10 in the video (with toward for comparison immediately following).
Down-toward: Again seems to be roughly the same horizontal distance as just toward, but along a lower trajectory. Found at ~12:25 in the video.
Down-away: Reaches the bubble, just like holding away, but with a lower trajectory.
Up-away: Seems to barely reach both the vertical and horizontal bubbles.
This... sounds a lot like vectoring, doesn't it? Any variant of holding toward results in going the same horizontal distance. Any variant of holding away seems to also result in the same horizontal distance (harder to verify due to the nature of the bubble). I think we can conclude from this data that at the very least,
horizontal vectoring is still in. Why isn't it DI? If this were DI, the distance would be different between up-toward and toward, and down-toward wouldn't do anything at all. The game only cares about your left/right input for controlling how far horizontally you go.
...well, I'd like to say that's true, but the most peculiar thing is that while up-toward, toward, and down-toward all sent the same horizontal distance, up/down/no direction each sent jiggs a different horizontal distance, with up sending further than no direction and down sending less far. This is the opposite of how DI normally works, and even vectoring doesn't fully explain it.
Every direction except straight up and straight down can be explained straightforwardly by
vectoring, and vectoring appears to still be playing a role in those directions as well. There is some additional component, however, and I can only think that it's due to some kind of glitch.
A reminder once again that all of this was based on testing only one move, so this pattern may not necessarily be valid for all angles, and it may have a certain angle limit the way spikes and meteors do.
edit:
Tagxy said:
Are we certain that holding up on a horizontal hit definitively adds more vertical knockback, and isnt just a higher angle with increased horizontal knockback? I feel like that would be really hard to differentiate, and the latter makes more sense.
This may well be what's happening, specifically for up/down. That is, the angle becomes higher/lower, but the knockback itself is also modified to become stronger/weaker, respectively. It's as if it's applying vectoring along the axis of launch, but DI is controlling the angle. That still begs the question though: Why do diagonals seem to always land at the same point horizontally?
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I'm almost positive that the reason different results are coming from testing different moves has to do with
differing angles of launch; there are probably angle ranges where "vectoring" is possible, and angle ranges where "DI" is possible. They may or may not overlap in certain instances.