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==In ''[[Super Smash Bros. 4]]''== | ==In ''[[Super Smash Bros. 4]]''== | ||
In ''Smash 4'', DI has been made only half as effective, reducing its maximum angle deviation to 0.17 radians (approximately 9. | In ''Smash 4'', DI has been made only half as effective, reducing its maximum angle deviation to 0.17 radians (approximately 9.74°). Additionally, a second type of directional influence has been introduced, which alters the character's launch speed depending on the Control Stick's vertical position, so that holding upward increases their launch speed (and therefore how far they travel), and holding downward decreases it. This is known as '''launch speed influence''' ('''LSI''' for short), and was originally known as '''vectoring''' (name coined by {{sm|Strong Bad}}, who first published the Smashboards post), due to being initially believed to apply a vector to the character's knockback in any desired direction.<ref>[http://smashboards.com/threads/vectoring-the-replacement-to-directional-influence-in-smash-4.368780/ Smashboards - "Vectoring: The replacement to Directional Influence in Smash 4"]</ref> | ||
LSI depends on how far the Control Stick is tilted in the appropriate vertical direction, multiplying a character's launch speed by x1.095 if tilted upward to the maximum and by x0.92 if tilted downward to the maximum. Like DI, LSI is determined on the last frame of [[hitlag]] right before the character is launched, and does not take effect on knockback that does not cause [[tumbling]]. This means that generally, moves with predominantly horizontal angles can have the player either pick between DIing high to aim themselves more vertically at the cost of being launched farther, or DIing low to reduce resulting knockback at the cost of ending up in a lower, less favorable position. | LSI depends on how far the Control Stick is tilted in the appropriate vertical direction, multiplying a character's launch speed by x1.095 if tilted upward to the maximum and by x0.92 if tilted downward to the maximum. Like DI, LSI is determined on the last frame of [[hitlag]] right before the character is launched, and does not take effect on knockback that does not cause [[tumbling]]. This means that generally, moves with predominantly horizontal angles can have the player either pick between DIing high to aim themselves more vertically at the cost of being launched farther, or DIing low to reduce resulting knockback at the cost of ending up in a lower, less favorable position. |
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