Zork
Smash Apprentice
- Joined
- Oct 30, 2013
- Messages
- 132
For that haven't already, I highly recommend you read the vectoring article on this site. For those too lazy to read it according to Strong Bad:
1. Regular DI causing longer survivability is a thing of the past. There's no longer a point to holding up if you get knocked sideways or left/right if you get knocked upwards.
2. Instead there is a new mechanic that is named Vectoring for now. In short, holding the opposite direction of the direction you got hit will cause you to get knocked back less, thus allowing you to survive longer. You will also go further if you hold the direction you got hit.
Here's a link to Strong Bad's video that demonstrates this:
https://www.youtube.com/watch?v=aArzZUr0_z4
Here's some things that can be inferred from this:
1. Strong bad mentioned this one. A lot of combos we are seeing currently might not be possible once people get used to vectoring. For a lot of them it might be possible to hold the direction the combo starter hits you and be too far away for the followups. In other words, the amount of true combos in the game might actually be pretty limited thus putting more emphasis on the neutral game like Brawl.
2. As a result of point 1, characters with the strongest defensive/camp games might end up becoming the best characters overall as the reward for approaching might not be as big as we initially thought. In fact it might even be potentially lower than Brawl because Brawl didn't have vectoring but did have things that promoted aggressive play that Smash 4 doesn't such as ledge hogging, smaller blastzones and chain grabs.
Of course, a lot more testing is needed on vectoring and possible other new mechanics for DI in Smash 4 before we can say anything for certain. I'm personally interested in how much SDI will play a role this time.
1. Regular DI causing longer survivability is a thing of the past. There's no longer a point to holding up if you get knocked sideways or left/right if you get knocked upwards.
2. Instead there is a new mechanic that is named Vectoring for now. In short, holding the opposite direction of the direction you got hit will cause you to get knocked back less, thus allowing you to survive longer. You will also go further if you hold the direction you got hit.
Here's a link to Strong Bad's video that demonstrates this:
https://www.youtube.com/watch?v=aArzZUr0_z4
Here's some things that can be inferred from this:
1. Strong bad mentioned this one. A lot of combos we are seeing currently might not be possible once people get used to vectoring. For a lot of them it might be possible to hold the direction the combo starter hits you and be too far away for the followups. In other words, the amount of true combos in the game might actually be pretty limited thus putting more emphasis on the neutral game like Brawl.
2. As a result of point 1, characters with the strongest defensive/camp games might end up becoming the best characters overall as the reward for approaching might not be as big as we initially thought. In fact it might even be potentially lower than Brawl because Brawl didn't have vectoring but did have things that promoted aggressive play that Smash 4 doesn't such as ledge hogging, smaller blastzones and chain grabs.
Of course, a lot more testing is needed on vectoring and possible other new mechanics for DI in Smash 4 before we can say anything for certain. I'm personally interested in how much SDI will play a role this time.
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