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Super Smash Bros. for 3DS |OT| It's out in Japan

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Jaeger

Member
Finally!

Vkolpng.png
 

DaBoss

Member
Thanks.

So what i'm getting is that DI in previous games influences the angle of launch, but not knockback, and Vectoring influences knockback (by increasing or reducing it), but not the angle of launch. That in mind, is it fair to say that, 1. when escaping combos in Smash 4, the player should vector in the direction of the knockback, and 2. when avoiding death, the player should always vector in the opposite direction of the knockback?
It still affects the direction, but it won't make a difference in terms of surviving a move that will KO you.

1. It depends, in most instances, I imagine this would be the case.
2. Yes, but it would be best to choose a diagonal direction that is on the opposite side of the knockback direction to make it simple for you to Vector since you will have max vectors for two directions.
 

Ahnez

Member
Thanks.

So what i'm getting is that DI in previous games influences the angle of launch, but not knockback, and Vectoring influences knockback (by increasing or reducing it), but not the angle of launch. That in mind, is it fair to say that, 1. when escaping combos in Smash 4, the player should vector in the direction of the knockback, and 2. when avoiding death, the player should always vector in the opposite direction of the knockback?
Yep :p
 

trixx

Member
wow escaping combos that already look iffy to pull off in Smash 4. Game looking like it will just consist of poking whe people master this lol
 

Revven

Member
Apparently the vectoring already has an official name in the game by the developers: https://twitter.com/Strong_Badam/status/512406394729795585

Hitstun Shuffling.

I had thought it was referring to SDI by how it was described but now that SB has done the research, it's definitely what's described in that tip there.

This is a completely intentional mechanic and it was done to make DI effectively easier. :/

Edit: Wait, maybe it is referring to SDI there because it uses the word 'slightly'.

Eh, I guess we'll see. It's probably intentional, obviously.
 
So everyone is freaking out over what exactly? From what I understand here this is literally DI with a new name? I've been holding the opposite direction of the way in being hit since SSB64; how is this new?

Edit:

So what i'm getting is that DI in previous games influences the angle of launch, but not knockback, and Vectoring influences knockback (by increasing or reducing it), but not the angle of launch. That in mind, is it fair to say that, 1. when escaping combos in Smash 4, the player should vector in the direction of the knockback, and 2. when avoiding death, the player should always vector in the opposite direction of the knockback?

Yeah, this doesn't seem like it's as big a deal as Smashboards is making it out to be.
 

Thanks!

It still affects the direction, but it won't make a difference in terms of surviving a move that will KO you.

1. It depends, in most instances, I imagine this would be the case.
2. Yes, but it would be best to choose a diagonal direction that is on the opposite side of the knockback direction to make it simple for you to Vector since you will have max vectors for two directions.

For number one, yeah, I can see horizontal vectoring possibly being useful since it changes the angle, and the player isn't escaping a KO anyway.

Should be interesting to see how this affects things.
 

IntelliHeath

As in "Heathcliff"
Thanks.

So what i'm getting is that DI in previous games influences the angle of launch, but not knockback, and Vectoring influences knockback (by increasing or reducing it), but not the angle of launch. That in mind, is it fair to say that, 1. when escaping combos in Smash 4, the player should vector in the direction of the knockback, and 2. when avoiding death, the player should always vector in the opposite direction of the knockback?

Pretty much.
 

DaBoss

Member
So everyone is freaking out over what exactly? From what I understand here this is literally DI with a new name? I've been holding the opposite direction of the way in being hit since SSB64; how is this new?
That means you've never DI'd properly before lol. Now this means what you did will work to make you survive.
 

Crayolan

Member
The odds of this happening are supremely low.

Yea, I know. I was happy to hear people found combos early on, but this mechanic seems like it will pretty much kill comboing in this game. :/

Edit: And now that I think about it, changing the blast zones won't really fix the problem either, just shorten the matches to accommodate the problem.
 

Dr. Buni

Member
I have no idea what you guys are talking about
Wario is lookin' good. But why is the W blurry at the top in his classic outfit? Is that intentional or is it the image?
It is because the image is low quality. The W will look fine in Wario's HQ render
 

JediLink

Member
The whole "Down DI" thing D1 & a few others have been talking about the past few days is explained by Strong Bad here: http://smashboards.com/threads/vectoring-the-replacement-to-directional-influence-in-smash-4.368780/

Note: It's not DI, it's a completely new mechanic at work here.
This isn't happening.
There's no reason for me to go on.
WHAT- WHAT AM I HYPING FOAARGGHH?!

EDIT: Don't want to jump on the whole pessimism train just yet, but let's just say that I'm not going to be slowing down my Melee training like I thought I would be.
 

Cody_D165

Banned
So everyone is freaking out over what exactly? From what I understand here this is literally DI with a new name? I've been holding the opposite direction of the way in being hit since SSB64; how is this new?

To use survival DI properly in previous iterations of Smash Bros you want to hold a direction perpendicular to that of the direction you're being launched. IE, if you're launched vertically, you want to hold left or right, and if you're being launched horizontally, you want to hold Up. (Down works as well but is stupid to do because it just sends your character to the bottom corner of a screen, thus making your recovery nigh impossible.) DIing in this manner aims your trajectory to the corner of the screen instead of the blastzones.
 
God, I am so hyped for this. I'm honestly fine just playing against the computer. Probably get my ass kicked if I went online so I'm not particularly bothered about the whole exploit thing/competitive scene.
 
That means you've never DI'd properly before lol. Now this means what you did will work to make you survive.

To use survival DI properly in previous iterations of Smash Bros you want to hold a direction perpendicular to that of the direction you're being launched. IE, if you're launched vertically, you want to hold left or right, and if you're being launched horizontally, you want to hold Up. (Down works as well but is stupid to do because it just sends your character to the bottom corner of a screen, thus making your recovery nigh impossible.) DIing in this manner aims your trajectory to the corner of the screen instead of the blastzones.

Guess I've been having fun wrong these last 15 years. :/
 

Cody_D165

Banned
Why exactly is that new mechanic a bad thing?
Some Smash 4 matches have been taking a long time already, due to increased blastzones and whatnot. Now that this knowledge is being made public, it can only make the matches longer as people learn to vector properly to avoid dying or being combo'd. In fact, it's likely that nearly every bit of competitive footage we've seen thus far is footage of players using bad vectoring because they're used to the DI of previous games.
 

BitStyle

Unconfirmed Member
Why exactly is that new mechanic a bad thing?

The two worrying points of this mechanic are:

  1. Matches may last even longer as the meta develops and people get better at reducing knock-back.
  2. Low percent combos may be effected because this technique supposedly applies to throws as well.
It may well be reactionary at this point, but people are just worried about the game's meta falling into depravity.
 

Unbounded

Member
the only drawback I've found with megaman, it's that Mario was able to cape-bounce back to him his meteor smash... it was a nasty surprise.

also, most of his projectile attacks are useless against Link's shield.

Yeah, Link's shield makes fighting as megaman REALLY difficult.

Link overall is just a bad matchup for MM.
 
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