Editing Sakurai angle
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[[File:Sakurai angle chart.png|250px|thumb|A graph of how the knockback of a Sakurai angle-attack affects its launch angle. Click for full-size version.]] | [[File:Sakurai angle chart.png|250px|thumb|A graph of how the knockback of a Sakurai angle-attack affects its launch angle. Click for full-size version.]] | ||
The '''Sakurai angle''' is a special [[knockback]] behavior that many attacks use. While it reads in the game data as an [[angle]] of 361 degrees, the actual resulting angle is dependent on whether the victim is on the ground or in the air, as well as the strength of the knockback | The '''Sakurai angle''' (sometimes displayed as '''*''' or {{AngleIcon|361|s=20}} in moveset lists) is a special [[knockback]] behavior that many attacks use. While it reads in the game data as an [[angle]] of 361 degrees, the actual resulting angle is dependent on whether the victim is on the ground or in the air, as well as the strength of the knockback. | ||
The exact characteristics of the Sakurai angle have changed slightly in every game, but all share the same basic idea: at low knockback the opponent is not lifted off the ground, while at high knockback they are launched diagonally; the purpose seems to be to allow grounded battles between fresh opponents without allowing attacks to be deadly [[semi-spike]]s at KO percentages. The amount of knockback dealt determines the launch angle of grounded opponents; aerial opponents use the same angle regardless of knockback, which is typically very slightly higher than any grounded version. If the knockback is between the low-knockback value and high-knockback value, the resulting angle will be linearly scaled between its two extremes. In ''Super Smash Bros.'' and ''Melee'' these values are nearly identical, leading to a sharp cliff at knockback 32.1; starting in ''Brawl'' the both values are increased and the scaling takes place over a longer range. | The exact characteristics of the Sakurai angle have changed slightly in every game, but all share the same basic idea: at low knockback the opponent is not lifted off the ground, while at high knockback they are launched diagonally; the purpose seems to be to allow grounded battles between fresh opponents without allowing attacks to be deadly [[semi-spike]]s at KO percentages. The amount of knockback dealt determines the launch angle of grounded opponents; aerial opponents use the same angle regardless of knockback, which is typically very slightly higher than any grounded version. If the knockback is between the low-knockback value and high-knockback value, the resulting angle will be linearly scaled between its two extremes. In ''Super Smash Bros.'' and ''Melee'' these values are nearly identical, leading to a sharp cliff at knockback 32.1; starting in ''Brawl'' the both values are increased and the scaling takes place over a longer range. | ||