Doval
Smash Lord
It didn't alter the magnitude of the knockback, just the angle.First off, lets look at how we know DI was in the past. You hold a direction, and it alters your base knockback.
Hitstun Shuffling describes Smash DI, not DI/Vectoring.Now with Vectoring, or as it should be called, Hitstun Shuffling, that's not necessarily the case.
It's read on the last frame of hit lag. Once you start moving, you're no longer in hit lag; that's hit stun.In the earliest frames of hitlag is where you're input is determined. If you say, input nothing and then after you start moving a bit you input down, you're still considered moving with no directional influence since that's the input the game recorded.
The reason individual inputs seem more effective is because you're doing Smash DI/Hitstun Shuffling, not because DI/Vectoring is somehow less effective against the middle hits.Holding an input does not work though....to a degree. A held input would alter the first hit and the last hits trajectory, but not any of the weaker multihits (or at least, the effect isn't as noticeable)
On an unrelated note, have we figured out if DI actually is any different from how it worked in previous games now that we know that crouch cancelling is back and that the tests against vertical attacks didn't account for it? I still haven't seen any conclusive statements.