Player-1
Smash Legend
You will be featured in the next Smash documentary along with Strong Bad if this catches onI had you both beat 8)
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You will be featured in the next Smash documentary along with Strong Bad if this catches onI had you both beat 8)
I personally like VDI - people are already familiar with the concept of DI and to be honest VDI, both in name and concept, seems like a natural extension of DIing.Hit stun Shuffling = HS.
There, now it's abbreviated and peeps can stop acting like it's convoluted. Vectoring seems like a boon to me, since now slow but powerful characters might finally have an edge in a way.
Take notes kids, this is how you become a legendYou will be featured in the next Smash documentary along with Strong Bad if this catches on
There is definitely still SDI. Try with Pika dsmash, mash up and you can escape if you're mashing hard enough. It's way lower than Brawl though. I think SDI is separate from Vectoring, and what Vectoring will allow you to do is just, as described in the OP, average your knockback force with a small force in the direction you are holding the stick that is applied when the knockback begins.From what I gather, neither DI nor SDI exists in Smash 4, replaced by this new mechanic, which (for simplicity's sake), probably works like Automatic Smash DI, but kicks in after hitlag freeze, much like traditional DI.
If this is correct (and I have no way to know for sure right now), this would mean that escaping multi-hit moves is limited to an input that is basically the same as ASDI (just hold the direction you want to move), and instead of "teleporting" in that direction, you just suffer a change in overal knockback amount/direction.
This seems to scale in some way, and that scaling might be a replacement for (or addition to, perhaps) the SDI multiplier seen on some moves in past Smash games. For example, Ivysaur N-Air in Brawl had a low SDI multiplier, so each SDI input had less effect than most other moves with similar damage/hitlag.
Then why was it put here in the first place? Can't say it's a glitch like Brawl's hitstun canceling, as this has a very specific effect.Ugh, maybe it can be patched out, along with the ZSS infinite.
Hitstun shuffling describes SDI, not Vectoring."Hitstun Shuffling" is the correct thing to call it, imo. @ Strong Badam
xD Not bashing you- its just that we've already got an official name, and it would be easier for people to remember it since its in the game already. Think you could change the title to fit this?
Untrue. In previous games you would DI away to force them to dash before jumping to combo. You now Vector upwards against (vertical) combo throws, like most D/Uthrows.Something of note is that the optimal way to DI most combo throws in past Smash games is more-or-less the same way one would use this to get out of combos, so it is unlikely that we will see a significant difference in how hard it is to combo people with most setup stuff.
This mechanic is certainly more intuitive to new players to the series. To those who had played previous titles, it's extremely confusing, and switching between games, for those of us who are good at and plan to play multiple games competitively, is going to be the hardest it's ever been as a result.As per what this means, I think it will actually make the game a bit more accessible since contrary to the thread title this is actually easier to understand if you don't get vectors (I really don't know how any of you guys understood DI if you didn't get vectors...), but otherwise, I don't think it's going to really change a ton. A lot of people already were inputting DI that had this effect and just didn't know it, and of course, a big parallel wtih DI as it pertains to the combo game is that it can be read and punished so if you just always push away when being combod people are going to begin setting traps for you. I look forward to seeing how it plays out.
But are you sure that getting out of the dsmash isn't just a result of adding a knockback vector to the hit? Instead of teleporting, as SDI was done in the past?There is definitely still SDI. Try with Pika dsmash, mash up and you can escape if you're mashing hard enough. It's way lower than Brawl though. I think SDI is separate from Vectoring, and what Vectoring will allow you to do is just, as described in the OP, average your knockback force with a small force in the direction you are holding the stick that is applied when the knockback begins.
Which is largely how it was done before, if you weren't agreeing with that!Also, Strong Bad says in the OP that the ideal way to Vector a horizontal kill move is to do it the same way as before, but if the effects of Vectoring are like he described, the ideal way to Vector is Inward + Upward. Inward is to subtract from the KB force, and upward is to augment the angle to send towards the corner of the stage.
I personally like VDI - people are already familiar with the concept of DI and to be honest VDI, both in name and concept, seems like a natural extension of DIing.
thank you! all my vectoring questions resolved for now.It would seem that, unlike the Best Buy demo, you can SDI Smart Bombs but cannot use Vectoring to move between hits. This suggests that SDI (hitstun shuffling, according to Sakurai), which can be done during hitlag) is a separate thing from VI (which happens post-hitlag).
i think you are over reacting here, there will still be combos jeezI'm upset that this was discovered. This will turn Smash 4 in to Brawl 2.0 because there will be no combos because you can get up of them. I want this to be patched.
Also a gross overreaction, as we don't actually know the extent to which this will affect knockback in general, much less specific combos. I tend to imagine that it'll be worse overall, but we barely know what the baseline for this is to compare "worse" toI'm upset that this was discovered. This will turn Smash 4 in to Brawl 2.0 because there will be no combos because you can get up of them. I want this to be patched.
It was put in with a specific reason, and the game was likely balanced around it. Doubtful it'll change.I'm upset that this was discovered. This will turn Smash 4 in to Brawl 2.0 because there will be no combos because you can get up of them. I want this to be patched.
What do you mean WE? I'm taking all credit for this name. In fact, I'm taking all credit for this thread too, I discovered this. Hail me.@ Player-1 : No we had it right. He has VI for vectorial influence, we have VI for vector influence. Ours is def better and we should get millions instead
Edit: what would VDI stand for? This is different from DI, and would probably add confusion trying to add DI to the name
Combo's as hype as this?i think you are over reacting here, there will still be combos jeez
who knows the game has been out for 4 damn daysCombo's as hype as this?
I'm frustrated that it exists, but I realized after thinking for more than 5 seconds that keeping this to myself would have accomplished nothing. People would have discovered this soon even without me.I'm upset that this was discovered. This will turn Smash 4 in to Brawl 2.0 because there will be no combos because you can get up of them. I want this to be patched.
The game doesn't seem to be balanced around it, or if it is, they do not want combos to happen or for characters to die until 150%+.It was put in with a specific reason, and the game was likely balanced around it. Doubtful it'll change.
That is against a CPU. Plus I have tried stuff like that against a level 9 Mario CPU many times and he escapes some of my combos if I start from 0 percent...Combo's as hype as this?
There was a lot of room to be creative with combos like even if you we're against a human.That is against a CPU. Plus I have tried stuff like that against a level 9 Mario CPU many times and he escapes some of my combos if I start from 0 percent...
It's not circular. As in Brawl, the control pad's input isn't coded particularly well. The "max" inputs are scaled to 1 in the in-game coding, but you're allowed to go further than that. So basically while a "right" input is (1,0), a diagonal input is (1,1) despite the control stick being circular. If the inputs were properly scaled to be circular, it'd be something like (0.707, 0.707) (cosine and sine of 45 degrees respectively). But that's not the case here.Hey, slight possible mathematical error on the op, @ Strong Badam . If vectoring works as you say it does (which I agree with, by the way), you wouldn't see a square area of possibility like you have in your graph, you'd have a circular one. If I held up-right, for example, while I was being hit with a knockback of 100 (assuming a vector % of 20), your graph says I would go 120 up and 20 right. This is not the case. I would go 100+(20sqrt2) up and 20sqrt2 right.
You are doing both by mashing up. Look carefully and you can still see the teleports. SDI is even in the tips section of the game as Hitstun Shuffling.But are you sure that getting out of the dsmash isn't just a result of adding a knockback vector to the hit? Instead of teleporting, as SDI was done in the past?
Mathematically, yes, that would be the ideal way to do it before. However, lots of people would just hold up. DI is capped in Smash games so the inward input would do essentially nothing and the up is the only one that's necessary.Which is largely how it was done before, if you weren't agreeing with that!