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Autolink angle

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Revision as of 15:03, May 15, 2017 by Alex the weeb (talk | contribs)
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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.

Many moves that feature autolink angles do not have fixed knockback, however regardless of the value of the knockback, the knockback velocity will be fixed to allow the hits to link properly. If the game detects that the fighter using an autolink move will hit the ground before the next hit of the move comes out, the victim will be launched with the full knockback value, at the same angle as the finisher. There is an issue with the autolink angle on grounded opponents, where the first hit will fail to limit the knockback velocity, meaning that moves with autolink angles may fail to link properly at higher percents when used on grounded opponents (e.g Luigi Cyclone).

List of attacks that use the autolink angle

By characters

Character Move(s) Games
Bayonetta Up special Super Smash Bros. 4
Bowser Jr. Down aerial
Cloud Limit Neutral special
Side special (hit 1)
Limit Side special (hits 1-2)
Dark Pit Up tilt (hit 2)
Up smash (hit 1)
Forward aerial (hits 1-2)
Diddy Kong Dash attack (hit 2)
Dr. Mario Down aerial
Dr. Tornado (aerial)
Falco Neutral aerial
Forward aerial
Up special (hits 9-14)
Fox Forward aerial
Greninja Back aerial
Up aerial
King Dedede Up aerial
Kirby Forward aerial
Down aerial
Little Mac Neutral aerial
Up special
Luigi Down special Super Smash Bros. BrawlSuper Smash Bros. 4
Lucas Neutral aerial
Mario Super Jump Punch
Mega Man Up smash (hits 2-6)
Back aerial (hits 1-2)
Meta Knight Up smash (hits 1-2)
Forward aerial
(pre-1.0.4 in Smash 4)
Back aerial
Neutral special
Side special
Mr. Game & Watch Back aerial (hit 1-3) Super Smash Bros. 4
Ness Down smash (back hit)
Forward aerial
Palutena Up tilt
Neutral aerial
Up aerial
Black Hole Laser
Peach Up aerial (hit 1)
Neutral special
Up special
Pikachu Back aerial
Pit Up tilt (hit 2)
Up smash(hit 1)
Forward aerial (hits 1-2)
Robin Neutral b (Arc thunder)
Rosalina & Luma Forward aerial (Rosalina's)
Roy Up special
Ryu Up aerial (hit 1)
Samus Forward aerial
Up special (hit 4-11 aerial only)
Sheik Up aerial
Sonic Up tilt (late hitbox only)
Toon Link Up special (aerial hits 1-3)
Yoshi Back aerial
Zelda Up smash
Neutral aerial
Zero Suit Samus Up special (hit 6)