Got a minute to answer questions. I will ignore obnoxious attempts to refer to this mechanic as DI for now to save time, and make a comprehensive post why referring to it as DI is stupid, lazy, and harmful at a later date. In the mean time, it seems like most people are picking up Vectoring, VI, or KI. These are all acceptable terms in my opinion.
By the way, how sure are we it doesn't influence hitstun? How was this tested?
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Strong Badam
Note: Just so I don't pass off as an *******, I am not claiming it wasn't tested or anything of the sort. I appreciate all the effort you did to collect this data and present it to us. I am just curious as to how the hitstun part was tested.
We tested this based on feel. We had a general feeling of what percents moves ceased to combo; Sheik's D-throw would stop comboing at (some percent, varies on victim) without any vectoring, and they would visually go a specific distance. After implementing vectoring, not only would we go that much distance, but would be able to act sooner than if we were simply at that percentage. It'd also be really strange to suffer less hitstun if you vectored against knockback.
So is there something going on with Smash 4 that's making this not work? If Jigglypuff uses DI and is sent to the left or right after the u-smash, she is flying up a longer path to the blast zone than if she were just sent straight up (I think), so realistically she would have a better chance of surviving. Don't know why I'm asking this, I'm just curious because I think DI in previous Smash games has made a lot of sense to me.
Unlike with trajectory DI, with Vectoring, you are unable to alter the distribution of KB. Despite going left or right, the vertical component of KB remains unchanged, simply a new component of horizontal momentum is added.
Graphic by @Teneban shows the differences between Vectoring/Vector Influence and Directional Influence.
Note how in the right portion of the graphic, the range of directional influence creates an arc, while in the left graphic, it's purely a square. This is because Directional Influence
rotates vectors. Vectoring (or Vector Influence, or whatever you want to call it) adds an additional vector, uninhibited by the original trajectory of the attack.
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Strong Badam
I have a few questions for you.
1. Is there a window for vector inputs by the defending player, or can you apply the vector anytime during knockback?
2. Let's say for some reason, someone is holding up when taking a hit, but the person that hit them used a vertical K.O move. After taking the hit with the upwards vector already applied, the player reacts by pressing down. What happens in this situation? Does it create a new vector and replace the old one? Does it create a new vector while leaving the first vector? Or will it ignore the input altogether while leaving the original vector?
3. Was there any extensive testing done with this against low-mid percent combos? How badly does it actually affect the combo game? I think a good idea would be to try Mario's Dthrow to up tilt combos on Link with link holding different directions to see if it allows him to escape for free.
Sorry if someone else already asked these questions, and thanks for your time.
I do not know the answers to 1 and 2.
3. Testing was done, the players in Texas such as @
Oracle @
Sethlon and @
Denti noticed significant changes in the percentage ranges at which true combos were possible. As one would expect, however, true combos are certainly still possible at earlier percentages.
Quick question for Strong Bad : Does lightly holding a direction(like tilting) produce a different vector value?
I don't know. Someone should test this.