Trigspro789
Smash Apprentice
- Joined
- May 19, 2014
- Messages
- 97
- NNID
- Trigspro789
- 3DS FC
- 3566-2013-0217
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Just kidding, but this is complicated for a casual smasher. I need a minute to figure all of it out.
You're not alone in thinking this. I mean Brawl was the most obvious anti-competitive Smash game imaginable, and all of its mistakes which hurt competitive Smash were done on purpose. Then from Brawl to Sm4sh, most of the new AT's in Brawl were again removed (think dacus and roll-canceling).I know it's paranoid to say, but I feel like a lot of these changes were made simply to spite competitive smash players...
It's typically better to DI in the direction where the distance to the Blast Zone is longer. In your example, it's better to DI away from Fox.so if i get hit to the right by a fox, do i DI 100% left, or towards fox?
Oh man..... Brawl. Those were dark times.You're not alone in thinking this. I mean Brawl was the most obvious anti-competitive Smash game imaginable, and all of its mistakes which hurt competitive Smash were done on purpose. Then from Brawl to Sm4sh, most of the new AT's in Brawl were again removed (think dacus and roll-canceling).
Now Sm4sh has some cool AT's, but they definitely weren't on purpose and could possibly get patched in the future.
do you mean towards fox? Are you sure i shouldn't just DI left?It's typically better to DI in the direction where the distance to the Blast Zone is longer. In your example, it's better to DI away from Fox.
The way it worked before was if you got sent upwards, then you hold straight down, and if you get sent right then you hold left.How did Vertical Vectoring work before? Would someone mind sending me a link of some kind?
so if i get hit to the right by a fox, do i DI 100% left, or towards fox?
No, it's really answered by math. How familiar are you with geometry?do you mean towards fox? Are you sure i shouldn't just DI left?
Wow dude you predicted it to the T. It's kinda sad looking back and seeing the people who said "I trust Nintendo", then got completely let down by Brawl's release.Here's the "What if brawl ends up sucking" thread if you're curious :
http://smashboards.com/threads/who-else-is-nervous-about-brawl-potentially-sucking.97393/
no, your talking about conventional DI, in the video they explained that it uses Vectoring for getting hit sideways, therefore holding away from fox or up or towards the blastzone are all suicide. I'm asking, say fox hits me to the right at a slightly high angle, to survive longer do i hold towards fox or directly left?No, it's really answered by math. How familiar are you with geometry?
EDIT: Nevermind that. Just know that by DI-ing towards Fox, you make it your trip to the blast zone a straight line. By going away from Fox, you make your trip diagonal. A straight line is always shorter than a diagonal line when they start at the same point and their second points have the same x or y value. In your situation, the lines will have the same starting point (you getting hit by Fox) and end with the same y value (the blast zone edge). This means, by travelling diagonally, your character has a longer distance to travel before hitting the blast zone, making it more likely to survive.
thank you for the clarification much appreciated![]()
Proper DI in Smash is important across all titles and can mean the difference between death or surviving to get a few more hits in. DI has been a bit confusing in Smash 4 however, with a new system dubbed "Vectoring" being used at one point, and changes being made during patches after release. This had lead to the accidental spread of misinformation on how DI actually works in Smash 4. VaBengal has created a video to finally set the record straight and help players properly DI.
To see more content from VaBengal check out his Youtube channel. Hopefully this video helped players understand DI within Smash 4 and can finally make it clear to all how DI works in Smash 4.
SmashCapps found the video very informative! DI over to Twitter and follow @Smashcapps.
No, you hold away from fox if you're hit at a high angle. If you're smashed at a dominantly horizontal angle, you pull towards the direction of the stage.no, your talking about conventional DI, in the video they explained that it uses Vectoring for getting hit sideways, therefore holding away from fox or up or towards the blastzone are all suicide. I'm asking, say fox hits me to the right at a slightly high angle, to survive longer do i hold towards fox or directly left?
No, I wasn't aware it was joke. Because of Poe's Law.
ok thanks. If i get sent straight up at a small angle, should i DI directly to the left or at a right angle to my trajectory? And if i get sent to the right with only a small angle, do i vector towards who hit me, or completely left?No, you hold away from fox if you're hit at a high angle. If you're smashed at a dominantly horizontal angle, you pull towards the direction of the stage.
If you're smashed into a 45° angle, you're already travelling in the optimal direction, and should just vector towards the stage.
This is a major misconception almost as bad as the DI misconceptions this video clears up. SDI lets you avoid tons of multi-hit stuff in this game still; stuff like Boost Kick is often unreliable if the victim uses SDI, and many rapid jabs can have the finisher dodged even if A is not held at all. You can actually stack with the increased knockback on horizontal moves from holding up; wiggle between up and an upward diagonal and tons of stuff combos against floaties quite poorly as you get SDI inputs and the "hold up to increase the horizontal component of knockback" effect. Not understanding this is why many people believed that Link had a jab infinite pre-patch (he didn't) or that Fox still can do jab infinites across the stage (he can't, though he can link several reps). Just holding up or down for the aSDI plus the additional (or reduced) horizontal knockback gets out of a ton of stuff too even if you don't want to mash so hard as to SDI well. SDI is a tiny fraction as strong as it was in Brawl, but it's still plenty big enough to make a really huge difference.Technically yes, that's smash DI by a different name and no.
SDI/Tap DI is so weak that you may as well not bother doing it because you'll never avoid the last hit of a move unless a character with an infinite jab keeps holding the A button.
Nevermind thatdo you mean towards fox? Are you sure i shouldn't just DI left?
My apologies. I misunderstood.no, your talking about conventional DI, in the video they explained that it uses Vectoring for getting hit sideways, therefore holding away from fox or up or towards the blastzone are all suicide. I'm asking, say fox hits me to the right at a slightly high angle, to survive longer do i hold towards fox or directly left?
You and I are on the same pageWhy is this complicated? He just explained everything lol.
Opposite. DI for vertical knock-back, vector for horizontal.To sum it all up. Vectoring helps when you are being knocked vertically and DI for being knocked horizantally correct? If so then this whole new mechanic is alot easier than some people say it isnt.
until people figure it out and everyone gets good. But yeah the logic I see in this is that people used to both would have an equal advantage and there would be an equal playing fieldIt has to be complicated because Smash must appeal to all people. If it's confusing and complicated to everyone then there will be no gap between skilled and unskilled players. Sakurai logic.
Very confusing, for sure. When launched vertically, Melee/Brawl DI takes effect, which is where you hold away from the stage to get to the nearest corner. By veering towards a corner, you move farther away from the blast line, reducing your chances of getting KO'd.well this is...confusing.
so, if I'm hit horizontal, I D.I/Vector towards the stage, like in SSB64.
but then, if I'm hit vertically, I D.I...away? how does that work?