Editing Autolink angle

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[[File:MarioSSBBUS(hits5-6).png|300px|thumb|The hitboxes of the pre-final hits of [[Super Jump Punch]] in ''[[Brawl]]'', an example of an attack that utilizes the autolink angle.]]
[[File:MarioSSBBUS(hits5-6).png|300px|thumb|The hitboxes of the pre-final hits of [[Super Jump Punch]] in ''[[Brawl]]'', an example of an attack that utilizes the autolink angle.]]


The '''autolink angle''' is a special [[knockback]] angle programmed into certain attacks in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]''. While it reads in the game data as an angle of 363 or 365 degrees, as well as 366 or 367 degrees from ''Smash 4'' onward, and 368 degrees in ''Ultimate'', the game gives these angles a special treatment that ensures multi-hit moves will function as intended.
The '''autolink angle''' is a special [[knockback]] angle programmed into certain attacks in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]''. While it reads in the game data as an angle of 363 or 365 degrees, as well as 366 or 367 degrees from ''Smash 4'' onward, and 368 degrees in ''Ultimate'', the game gives it a special treatment.


==General properties==
==General properties==
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==Types of autolink angles==
==Types of autolink angles==
===363°===
===363°===
The 363° angle is the rarest autolink angle in all three games that feature them. Attacks that use this angle launch the opponent in the direction the attacker is moving into, albeit without launch speed modifications. This helps multi-hit moves with significant drift ensure that the opponent will be in the correct position and not simply fall out of the move because the character drifted too far away. In ''Brawl'', it is only used for the hitbox enemies in [[The Subspace Emissary]] produce upon [[careening]], in order to prevent a chain reaction of said effect when knocking enemies into each other. In ''Smash 4'', it is used for the dashing portion of {{SSB4|Lucario}}'s [[Extreme Speed Attack]] custom, as well as the [[windbox]] produced by the [[Back Shield]] when it is hit. For the former move, this allows Lucario to connect the second hit afterwards regardless of the direction chosen for the first hit, while for the latter, it ensures characters do not end up too close behind another with a Back Shield equipped. However, in the case of Extreme Speed Attack, the angle still does not account for the move's increase in distance as Lucario's [[Aura]] grows, thus making it difficult to link both hits at high percents. ''Ultimate'' is the only game where the angle is used in characters' base movesets, being present in {{SSBU|Duck Hunt}}'s up aerial, {{SSBU|Lucas}}' down aerial and [[PK Thunder 2]], [[Drill Rush]], and [[Skyward Slash Dash]].
The 363° angle is the rarest autolink angle in all three games that feature them. In ''Brawl'', it is only used for the hitbox enemies in [[The Subspace Emissary]] produce upon [[careening]], in order to prevent a chain reaction of said effect when knocking enemies into each other. In ''Smash 4'', it is used for the dashing portion of {{SSB4|Lucario}}'s [[Extreme Speed Attack]] custom, as well as the [[windbox]] produced by the [[Back Shield]] when it is hit, and has the effect of launching the opponent in the direction the attacker is moving into, albeit without launch speed modifications. For the former move, this allows Lucario to connect the second hit afterwards regardless of the direction chosen for the first hit, while for the the latter, it ensures characters do not end up too close behind another with a Back Shield equipped. However, in the case of Extreme Speed Attack, the angle still does not account for the move's increase in distance as Lucario's [[Aura]] grows, thus making it difficult to link both hits at high percents. ''Ultimate'' is the only game where the angle is used in characters' base movesets, being present in {{SSBU|Duck Hunt}}'s up aerial, {{SSBU|Lucas}}' down aerial and [[PK Thunder 2]], [[Drill Rush]], and [[Skyward Slash Dash]].


===365°===
===365°===
The 365° angle is the only autolink angle present in playable character moves in ''Brawl'', and a relatively uncommon angle in ''Smash 4'' and ''Ultimate''. Compared to 363°, it sets the opponent's launch speed to 50% of the attacker's momentum, effectively keeping them closer to the attacker as they move in a given direction, and regardless of the knockback caused by the attack. However, the angle still does not function very efficiently, as it disregards how close or far from the center of the hitbox the opponent is. As a result, moves using this angle can be easily escaped with [[SDI]], especially in ''Brawl'' where the technique is much stronger. Because of this, attacks that use the 365° angle as of ''Ultimate'' typically have the specific purpose of either trapping the opponent in place or pushing them into another hitbox with no sweetspot.
The 365° angle is the only autolink angle present in playable character moves in ''Brawl'', and a relatively uncommon angle in ''Smash 4'' and ''Ultimate''. Compared to 363°, it sets the opponent's launch speed to 50% of the attacker's momentum, effectively keeping them closer to the attacker as they move in a given direction, and regardless of the knockback caused by the attack. However, the angle still does not function very efficiently, as it disregards how close or far from the center of the hitbox the opponent is. As a result, moves using this angle can be easily escaped with [[SDI]], especially in ''Brawl'' where the technique is much stronger.


===367° (366° in ''Smash 4'')===
===367° (366° in ''Smash 4'')===
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Introduced in ''Smash 4'', the 366° angle is far less common than 367°, but still more so than 365°. It works similarly to 367° in that it launches opponents in the direction the attacker is moving into, while also pulling them towards the center of the hitbox. However, it does not reduce the launch speed obtained from knockback, and its "vortex" effect only lasts for 5 frames, after which the opponent's launch direction exclusively matches that of the attacker's movement at the time the hit took place.<ref>[https://twitter.com/drafix570/status/1032644437757767680?s=19 An example of the behavior of the 366° angle]</ref> It also does not have any caps for launch speed, nor it launches grounded opponents at a fixed angle. These properties make moves using the angle much more consistent against grounded opponents, and allow them to connect more effectively for characters that move fast in a certain orientation, such as {{SSB4|Falco}}, whose vertical speed synergizes well with the angle for his [[neutral aerial]]. However, the angle's linking ability becomes worse if the attacker's movement is too versatile, due to its momentum-changing quirk, or if a move causes too much knockback, since its launch speed is not modified to compensate: an example of this is {{SSB4|Lucas}}'s neutral aerial, whose hits at very high percents erratically launch opponents around him and become very hard to connect, whereas a move using the 367° angle would keep them close more effectively.
Introduced in ''Smash 4'', the 366° angle is far less common than 367°, but still more so than 365°. It works similarly to 367° in that it launches opponents in the direction the attacker is moving into, while also pulling them towards the center of the hitbox. However, it does not reduce the launch speed obtained from knockback, and its "vortex" effect only lasts for 5 frames, after which the opponent's launch direction exclusively matches that of the attacker's movement at the time the hit took place.<ref>[https://twitter.com/drafix570/status/1032644437757767680?s=19 An example of the behavior of the 366° angle]</ref> It also does not have any caps for launch speed, nor it launches grounded opponents at a fixed angle. These properties make moves using the angle much more consistent against grounded opponents, and allow them to connect more effectively for characters that move fast in a certain orientation, such as {{SSB4|Falco}}, whose vertical speed synergizes well with the angle for his [[neutral aerial]]. However, the angle's linking ability becomes worse if the attacker's movement is too versatile, due to its momentum-changing quirk, or if a move causes too much knockback, since its launch speed is not modified to compensate: an example of this is {{SSB4|Lucas}}'s neutral aerial, whose hits at very high percents erratically launch opponents around him and become very hard to connect, whereas a move using the 367° angle would keep them close more effectively.


===368˚ and position vectors===
===368˚ and position vector function===
{{incomplete|Need an exact explanation for how the 368 angle works.}}
Introduced in ''Ultimate'', the 368˚ angle is used in only a few moves, such as {{SSBU|Samus}}' [[up smash]] and [[Peach Parasol]], and appears to function as a mix between the 366° and 367° angles. Additionally, a new feature complementing autolink angles is the '''position vector function''', which causes the opponent to be launched towards a certain spot relative to the fighter that struck them, rather than the center of the hitbox itself. All hitboxes that use the 368° angle are accompanied by a position vector, but they can be used for any angle, autolink or not.
Introduced in ''Ultimate'', the 368˚ angle is used in only a few moves, such as {{SSBU|Samus}}' [[up smash]] and [[Peach Parasol]], and appears to function as a mix between the 366° and 367° angles. Additionally, a new feature complementing autolink angles is the ability to set '''position vectors''' for moves, which causes the opponent to be launched towards a certain spot relative to the fighter that struck them, rather than the center of the hitbox itself. All hitboxes that use the 368° angle are accompanied by a position vector, but they can be used for any angle, autolink or not.


Position vectors can be used for each hitbox individually, and their data consists of a character [[bone]], horizontal and vertical offsets from the bone, and the amount of frames it takes effect. When an opponent is struck by a hitbox with a position vector, a vector is applied towards the specified position, with a speed so that the opponent covers the necessary distance within the specified amount of frames (which can be a decimal amount); after this, the launch speed drops off rapidly. For example, the first hit of Samus' up smash launches opponents 4 units forward and 22 above her root position (the "top" bone) within 4 frames, then the second hit launches them 1 unit behind and 23 above within 10 frames, with the following hits pulling them progressively closer to her backside to match the move's arc. There is an absolute limit to how many units horizontally and vertically the function can pull an opponent, with the limit being much greater for horizontal distances than vertical ones, though in practice neither limit is likely to be reached without the use of glitches. As a result, position vectors are especially effective in allowing multi-hit moves that change their hitbox placement between hits to connect reliably, which is not easily possible with an autolink angle alone. They are rarely used among the base roster, presumably due to the details of each one having to be programmed manually, but became increasingly common among DLC fighters.
Position vector functions can be used for each hitbox individually, and their data consists of a character [[bone]], horizontal and vertical offsets from the bone, and the amount of frames it takes effect. When an opponent is struck by a hitbox with a position vector, a vector is applied towards the specified position, with a speed so that the opponent covers the necessary distance within the specified amount of frames (which can be a decimal amount); after this, the launch speed drops off rapidly. For example, the first hit of Samus' up smash launches opponents 4 units forward and 22 above her root position (the "top" bone) within 4 frames, then the second hit launches them 1 unit behind and 23 above within 10 frames, with the following hits pulling them progressively closer to her backside to match the move's arc. As a result, position vectors are especially effective in allowing multi-hit moves that change their hitbox placement between hits to connect reliably, which is not easily possible with an autolink angle alone. They are rarely used among the base roster, presumably due to the details of each one having to be programmed manually, but became increasingly common among DLC fighters.


==List of attacks that use the autolink angle==
==List of attacks that use the autolink angle==
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===List of attacks with position vectors (''Ultimate'' only)===
===List of attacks with position vector functions (''Ultimate'' only)===
All listed moves use the "top" [[bone]] (the attacker's root point) for their position vector, with the exception of Octaslash, which uses the "rot" bone to account for the direction the move is aimed at. Additionally, for all listed Final Smashes except Shippu Jinraikyaku, the position vectors only apply if the attacker is [[tiny]].
All listed moves use the "top" [[bone]] (the attacker's root point) for their position vector, with the exception of Octaslash, which uses the "rot" bone to account for the direction the move is aimed at. Additionally, for all listed Final Smashes except Shippu Jinraikyaku, the position vectors only apply if the attacker is [[tiny]].


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!rowspan=2 width=7%|Hitbox ID(s)
!rowspan=2 width=7%|Hitbox ID(s)
!rowspan=2 width=7%|Angle
!rowspan=2 width=7%|Angle
!colspan=2 width=20%|Position vector
!colspan=2 width=20%|position vector
|-
|-
!width=10%|Offsets [X,Y]
!width=10%|Offsets [X,Y]
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**In the case of [[Toad]], this is due to the hitboxes being changed to [[projectile]]s that all have the same strength and keep opponents in [[hitlag]] to connect, instead of physical multi-hits that are simply coded to be [[reflect]]able.
**In the case of [[Toad]], this is due to the hitboxes being changed to [[projectile]]s that all have the same strength and keep opponents in [[hitlag]] to connect, instead of physical multi-hits that are simply coded to be [[reflect]]able.
*[[Lucas]]' PK Thunder 2 and [[Meta Knight]]'s Drill Rush in ''Ultimate'' use the highest amount of autolink angle types at once, with up to three.
*[[Lucas]]' PK Thunder 2 and [[Meta Knight]]'s Drill Rush in ''Ultimate'' use the highest amount of autolink angle types at once, with up to three.
*If a hitbox with a position vector uses [[set weight]], a glitch can occur if it hits an opponent and the move is interrupted before the autolink effect is finished, causing the opponent to not decelerate as usual, and instead continue flying at full speed until they reach a [[blast line]] and get KO'd.[https://twitter.com/Ruben_dal/status/1134846731030597632] Prior to version {{SSBU|4.0.0}}, this issue affected [[Charizard]], [[Dark Samus]], [[Mii Gunner]], and [[Samus]]' up smashes, as well as [[Daisy]], [[Link]], and [[Peach]]'s up specials, which have since stopped using set weight on the respective hitboxes.
*If a hitbox with the position vector function uses [[set weight]], a glitch can occur if it hits an opponent and the move is interrupted before the autolink effect is finished, causing the opponent to continue flying at an unusually fast speed until they reach a [[blast line]] and get KO'd.[https://twitter.com/Ruben_dal/status/1134846731030597632] Prior to version {{SSBU|4.0.0}}, this issue affected [[Charizard]], [[Dark Samus]], [[Mii Gunner]], and [[Samus]]' up smashes, as well as [[Daisy]], [[Link]], and [[Peach]]'s up specials, which have since stopped using set weight on the respective hitboxes.
**A similar issue will occur if a position vector's pull causes an [[edge slipping|edge slip]], or a grounded bonk against a wall, but this can only be achieved via glitches.


==References==
==References==

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