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*In ''Melee'', the [[Flipper]] uses the angle 362, which is directed from the point of impact to the center of the struck hurtbox. This means that it will usually knock the character directly away from the Flipper radially, though this can vary based on the exact motions and positions of the two. The angle is not used by anything else and has not reappeared in later games, though the [[Stage Builder#Hazards and tools|bumper stage element]] in ''Ultimate''{{'}}s Stage Builder has the same property.
*In ''Melee'', the [[Flipper]] uses the angle 362, which is directed from the point of impact to the center of the struck hurtbox. This means that it will usually knock the character directly away from the Flipper radially, though this can vary based on the exact motions and positions of the two. The angle is not used by anything else and has not reappeared in later games, though the [[Stage Builder#Hazards and tools|bumper stage element]] in ''Ultimate''{{'}}s Stage Builder has the same property.
*From ''Brawl'' onward, various [[autolink angle]]s (coded as values from 363 to 368) match the direction and strength of knockback to the attacker's movements in an attempt to more consistently link multi-hit attacks together.
*From ''Brawl'' onward, various [[autolink angle]]s (coded as values from 363 to 368) match the direction and strength of knockback to the attacker's movements in an attempt to more consistently link multi-hit attacks together.
*Starting from ''Brawl'', moves which do not lift the opponent off the ground, and do not put them into tumble, will always keep the opponent in a grounded state. Additionally, if a move with a 0° angle deals greater than or equal to 32 units of hitstun, it will not send grounded opponents into [[tumble]], despite dealing enough knockback to do so. The opponent will instead continue to slide along the ground, as they would if they had received fewer than 32 frames of hitstun, until either their momentum ends or they slide off a ledge/slide into the blastzone and get KOed.  
*Starting from ''Brawl'', if a move with a 0° angle deals greater than or equal to 80 units of knockback, it will not send grounded opponents into [[tumble]], despite dealing enough knockback to do so. The opponent will instead continue to slide along the ground until either their momentum ends or they slide off a ledge/slide into the blastzone and get KOed.  
**In ''Ultimate'', an angle of 0° changes to a 32° angle when the knockback dealt is greater than or equal to 120 units, similarly to the Sakurai angle in ''Smash 64'', but occurring much later and remaining a semi-spike.
**In ''Ultimate'', an angle of 0° changes to a 32° angle when the knockback dealt is greater than or equal to 120 units, similarly to the Sakurai angle in ''Smash 64'', but occurring much later and remaining a semi-spike.
***Notably, this effect does not occur for the angle of 180˚, which can cause certain anomalies, such as [[Octopus]]' release behaving differently on left facing walls than right facing walls. Additionally, the opponent is still forced off the ground and put into tumble, only to immediately collide with the ground when the knockback commences (much like how the 0° angle worked prior to ''Brawl'').
***Notably, this effect does not occur for the angle of 180˚, which can cause certain anomalies, such as [[Octopus]]' release behaving differently on left facing walls than right facing walls. Additionally, the opponent is still forced off the ground and put into tumble, only to immediately collide with the ground when the knockback commences (much like how the 0° angle worked prior to ''Brawl'').

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