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This article's title is unofficial.

Autolink angle

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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 (363 degrees in Brawl), 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.

Via its downward nature, the autolink angle is also considered to be a form of unconventional meteor smash.

List of attacks that use the autolink angle

By characters

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