SSBB Icon.png
SSB4 Icon.png
This article's title is unofficial.

Autolink angle: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
No edit summary
Line 1: Line 1:
{{articleIcons|ssbb=y|ssb4=y|unofficial=y}}
{{articleIcons|ssbb=y|ssb4=y|unofficial=y}}
[[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 ''[[Brawl]]'' and ''[[Smash 4]]''. While it reads in the game data as an angle of 362, 365, 366, or 367 degrees, the game treats it rather differently - instead, targets are sent in whatever direction the attacker is moving.
The '''autolink angle''' is a special [[knockback]] angle programmed into certain attacks in ''[[Brawl]]'' and ''[[Smash 4]]''. While it reads in the game data as an angle of 362, 365, 366, or 367 degrees, the game treats it rather differently - instead, targets are sent in whatever direction the attacker is moving.


The angle does not exist in ''[[Smash 64]]'' or ''[[Melee]]''; attacks with the angle in ''Brawl'' have fixed angles in the other two games.
The primary use of the angle is to ensure that enemies will stay trapped by certain multi-hitting moves that cause or require their users to move, almost always through the air; the angle manifests itself in the likes of [[Super Jump Punch]], as well as a sizable quantity of multi-hitting [[aerial attack]]s.
 
The angle does not exist in ''[[Smash 64]]'' or ''[[Melee]]''; attacks with the angle in ''Brawl'' have fixed angles in the other two games. The angle is notably much more common in ''Smash 4'' than ''Brawl'', as many characters possessing multi-hitting aerial attacks had these moves adjusted to include it. It is typically considered favorable for an attack to employ the autolink angle, as it allows the move to be connect more reliably and sometimes be used in more versatile ways than one that has a static, unchanging angle.
 
== List of attacks that use the autolink angle ==
 
{{incomplete|any way we can test this?}}


{{stub}}
===By characters===
{| class="wikitable sortable" width=40%
|-
!width=8%|Character
!width=27%|Move(s)
!width=5%|Games
|-
|rowspan=1|[[Dr. Mario]]
|[[Down aerial]]
|{{GameIcon|SSB4}}
|-
|rowspan=2|[[Falco]]
|[[Neutral aerial]]
|{{GameIcon|SSB4}}
|-
|Forward aerial
|{{GameIcon|SSB4}}
|-
|rowspan=1|[[Fox]]
|[[Forward aerial]]
|{{GameIcon|SSB4}}
|-
|rowspan=1|[[Greninja]]
|[[Up aerial]]
|{{GameIcon|SSB4}}
|-
|rowspan=1|[[King Dedede]]
|Up aerial
|{{GameIcon|SSB4}}
|-
|rowspan=1|[[Kirby]]
|Forward aerial
|{{GameIcon|SSB4}}
|-
|rowspan=1|[[Mario]]
|[[Super Jump Punch]]
|{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|-
|rowspan=2|[[Meta Knight]]
|Forward aerial (pre-[[List of updates (SSB4-3DS)/1.0.4 changelog|1.0.4]] in ''Smash 4'')
|{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|-
|[[Back aerial]]
|{{GameIcon|SSB4}}
|-
|rowspan=3|[[Palutena]]
|Neutral aerial
|{{GameIcon|SSB4}}
|-
|Up aerial
|{{GameIcon|SSB4}}
|-
|[[Black Hole Laser]]
|{{GameIcon|SSB4}}
|-
|rowspan=1|[[Pikachu]]
|Forward aerial
|{{GameIcon|SSB4}}
|-
|rowspan=1|[[Samus]]
|Forward aerial
|{{GameIcon|SSB4}}
|-
|rowspan=1|[[Sheik]]
|Up aerial
|{{GameIcon|SSB4}}
|-
|rowspan=1|[[Yoshi]]
|Back aerial
|{{GameIcon|SSB4}}
|-
|}


[[Category:Game mechanics]]
[[Category:Game mechanics]]

Revision as of 11:25, May 15, 2016

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 Brawl and Smash 4. While it reads in the game data as an angle of 362, 365, 366, or 367 degrees, the game treats it rather differently - instead, targets are sent in whatever direction the attacker is moving.

The primary use of the angle is to ensure that enemies will stay trapped by certain multi-hitting moves that cause or require their users to move, almost always through the air; the angle manifests itself in the likes of Super Jump Punch, as well as a sizable quantity of multi-hitting aerial attacks.

The angle does not exist in Smash 64 or Melee; attacks with the angle in Brawl have fixed angles in the other two games. The angle is notably much more common in Smash 4 than Brawl, as many characters possessing multi-hitting aerial attacks had these moves adjusted to include it. It is typically considered favorable for an attack to employ the autolink angle, as it allows the move to be connect more reliably and sometimes be used in more versatile ways than one that has a static, unchanging angle.

List of attacks that use the autolink angle

An icon for denoting incomplete things.

By characters

Character Move(s) Games
Dr. Mario Down aerial Super Smash Bros. 4
Falco Neutral aerial Super Smash Bros. 4
Forward aerial Super Smash Bros. 4
Fox Forward aerial Super Smash Bros. 4
Greninja Up aerial Super Smash Bros. 4
King Dedede Up aerial Super Smash Bros. 4
Kirby Forward aerial Super Smash Bros. 4
Mario Super Jump Punch Super Smash Bros. BrawlSuper Smash Bros. 4
Meta Knight Forward aerial (pre-1.0.4 in Smash 4) Super Smash Bros. BrawlSuper Smash Bros. 4
Back aerial Super Smash Bros. 4
Palutena Neutral aerial Super Smash Bros. 4
Up aerial Super Smash Bros. 4
Black Hole Laser Super Smash Bros. 4
Pikachu Forward aerial Super Smash Bros. 4
Samus Forward aerial Super Smash Bros. 4
Sheik Up aerial Super Smash Bros. 4
Yoshi Back aerial Super Smash Bros. 4