Directional influence: Difference between revisions

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Reverted edits by 73.139.250.19 (talk) to last version by TheVelocirapture.
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Because the possible DI angles are [[Media:Directions.png|not distributed equally]] (see diagram to the right), knockback angles within 17° of vertical or horizontal can be trajectory DI'd to a lesser degree, as no true correspondent perpendicular angle is available.
Because the possible DI angles are [[Media:Directions.png|not distributed equally]] (see diagram to the right), knockback angles within 17° of vertical or horizontal can be trajectory DI'd to a lesser degree, as no true correspondent perpendicular angle is available.


==DI in ''[[TRASH 4]]''==
==DI in ''[[Smash 4]]''==
ITS NO USE!11!!11!!
Upon the initial release of {{for3ds}}, directional influence acted in a very different way. Instead of altering the angle of knockback by a limited amount, the player inputs a vector that is added to the vector of knockback. As a result, instead of surviving longer by DI'ing perpendicular to an attack, players survive longer by DI'ing directly against the attack, and can also escape combos by DI'ing in sync with the attack (effectively adding to or subtracting from the knockback instead of reorienting it).<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> This technique is commonly known as '''vectoring''', and this overall allowed characters to survive significantly longer than they would with normal DI, while making combos much more difficult to pull off, as vectoring allowed opponents to frequently be hit too far to successfully followup. The name was coined by {{sm|Strong Bad}}, who first published the Smashboards post.
Version 1.0.4 of the 3DS version changed the DI system again. Horizontal vectoring is still present, but vertical DI is reverted to its ''Melee/Brawl'' incarnation.


==See also==
==See also==