Editing Angle

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Generally, the definition of "away" versus "towards" is based on where the attacker and the opponent are positioned, not the hitboxes and hurtboxes involved. In ''[[SSB]]'' and ''Melee'', all attacks work this way, which results in some attacks being able to send opponents in unexpected directions; {{SSBM|Fox}}'s [[back air]] and {{SSBM|Captain Falcon}}'s [[Knee Smash]] in ''Melee'' are notable examples of cases where players intentionally try to land "reverse" hits for combo purposes. Likewise, throwing an item against an opponent too close to them might cause the hit to be registered from behind them, and thus launch them towards the attacker instead of away.
Generally, the definition of "away" versus "towards" is based on where the attacker and the opponent are positioned, not the hitboxes and hurtboxes involved. In ''[[SSB]]'' and ''Melee'', all attacks work this way, which results in some attacks being able to send opponents in unexpected directions; {{SSBM|Fox}}'s [[back air]] and {{SSBM|Captain Falcon}}'s [[Knee Smash]] in ''Melee'' are notable examples of cases where players intentionally try to land "reverse" hits for combo purposes. Likewise, throwing an item against an opponent too close to them might cause the hit to be registered from behind them, and thus launch them towards the attacker instead of away.


From ''Brawl'' onward, hitboxes can have a property known as an '''angle flipper''' set to them, which can determine whether the target is always set in the direction the attacker is facing (forward), or opposite to said direction (backward), among other variables. Otherwise, this direction is based on the attacker and target's positions as usual. In ''Brawl'', angle flippers were mainly used for throws, grab related hitboxes and projectiles, although a few normal attacks also used them. In ''[[Smash 4]]'', several more moves used angle flippers, namely various [[forward smash]]es always sending the target forward, and most [[back aerial]]s always launching them in the opposite direction they were initiated. They are also present on almost all [[pummel]]s and all [[edge attack]]s, which launch the target forward (this was also the case with pummels in ''Brawl''). In ''[[Ultimate]]'', angle flippers are even more widespread: all characters' entire [[neutral attack]]s, as well as almost all [[dash attack]]s, [[forward tilt]]s, forward smashes, and [[forward aerial]]s launch opponents forward, while all back aerials launch them backward (including those that did not in ''SSB4''); the only exceptions are {{SSBU|King Dedede}}, {{SSBU|Mewtwo}}, and {{SSBU|Wii Fit Trainer}}'s dash attacks, {{SSBU|R.O.B.}}'s forward tilt and forward aerial, {{SSBU|Luigi}}'s forward smash and forward aerial, {{SSBU|Olimar}}'s forward aerial (except with Red Pikmin), and {{SSBU|Wario}} and {{SSBU|Corrin}}'s forward aerials.
From ''Brawl'' onward, hitboxes can have a property known as an '''angle flipper''' set to them, which can determine whether the target is always set in the direction the attacker is facing (forward), or opposite to said direction (backward), among other variables. Otherwise, this direction is based on the attacker and target's positions as usual. Although angle flippers are relatively uncommon in ''Brawl'', several moves in ''[[Smash 4]]'' use them, namely various [[forward smash]]es always sending the target forward, and most [[back aerial]]s always launching them backward (forward for characters whose back aerials turn them around). They are also present on all [[pummel]]s and [[edge attack]]s, which launch the target forward. In ''[[Ultimate]]'', angle flippers are even more widespread: all characters' entire [[neutral attack]]s, as well as almost all [[dash attack]]s, [[forward tilt]]s, forward smashes, and [[forward aerial]]s launch opponents forward, while all back aerials launch them backward (including those that did not in ''Smash 4''); the only exceptions are {{SSBU|King Dedede}}, {{SSBU|Mewtwo}}, and {{SSBU|Wii Fit Trainer}}'s dash attacks, {{SSBU|R.O.B.}}'s forward tilt and forward aerial, {{SSBU|Luigi}}'s forward smash and forward aerial, {{SSBU|Olimar}}'s forward aerial (except with Red Pikmin), and {{SSBU|Wario}}'s forward aerial.


Since angle flippers overall cause the behavior of a move's knockback to be more consistent, they tend to be beneficial for moves aimed on a specific direction. For example, forward tilts and forward smashes can ensure the opponent is sent in the desired direction and preserve the user's advantage state, instead of ending up in a position that is more difficult to capitalize on. On the other hand, they can be detrimental to certain moves with notable reach behind the user, such as [[Marth]]'s forward aerial and [[Ike]]'s forward smash, as the former's cannot be used for more unique followups if it hits from behind, while the latter is less effective for catching opponents near the edge attempting to jump over Ike. However, certain moves that hit around the user, more specifically multi-hitting ones, can benefit from angle flippers, allowing the user to more consistently determine the opponent's ending position after the final hit and either start and extend combos; notable examples of this are [[Bayonetta]]'s [[Witch Twist]], and {{SSBU|Pit}} and {{SSBU|Palutena}}'s [[neutral aerial]]s in ''Ultimate''.
Since angle flippers overall cause the behavior of a move's knockback to be more consistent, they tend to be beneficial for moves aimed on a specific direction. For example, forward tilts and forward smashes can ensure the opponent is sent in the desired direction and preserve the user's advantage state, instead of ending up in a position that is more difficult to capitalize on. On the other hand, they can be detrimental to certain moves with notable reach behind the user, such as [[Marth]]'s forward aerial and [[Ike]]'s forward smash, as the former's cannot be used for more unique followups if it hits from behind, while the latter is less effective for catching opponents near the edge attempting to jump over Ike. However, certain moves that hit around the user, more specifically multi-hitting ones, can benefit from angle flippers, allowing the user to more consistently determine the opponent's ending position after the final hit and either start and extend combos; notable examples of this are [[Bayonetta]]'s [[Witch Twist]], and {{SSBU|Palutena}}'s [[neutral aerial]] in ''Ultimate''.


==Special angles==
==Special angles==
Certain angles are dynamic, changing the exact direction they launch based on additional factors.
Certain angles are dynamic, changing the exact direction they launch based on additional factors.
*In all games, the [[Sakurai angle]] (coded as a value of 361) changes from horizontal to diagonal as the knockback delivered increases. Sakurai angle moves start off as a straight 0° angle but as the knockback increases, the angle will eventually become more diagonal (how exactly it functions depends on the game).
*In all games, the [[Sakurai angle]] (coded as a value of 361) changes from horizontal to diagonal as the knockback delivered increases, allowing for grounded battles at low damage and maximum knockback distance at high damage.
*In ''Melee'', the [[Flipper]] uses the angle 362, which is directed from the point of impact to the center of the struck hurtbox. This means that it will usually knock the character directly away from the Flipper radially, though this can vary based on the exact motions and positions of the two. The angle is not used by anything else and has not reappeared in later games, though the [[Stage Builder#Hazards and tools|bumper stage element]] in ''Ultimate''{{'}}s Stage Builder has the same property.
*From ''Brawl'' onward, various [[autolink angle]]s (coded as values from 362 to 368) match the direction and strength of knockback to the attacker's movements in an attempt to more consistently link multi-hit attacks together.
*From ''Brawl'' onward, various [[autolink angle]]s (coded as values from 363 to 368) match the direction and strength of knockback to the attacker's movements in an attempt to more consistently link multi-hit attacks together.
*In ''Ultimate'', an angle of 0° changes from horizontal to 32° when the knockback dealt is greater than or equal to 120 units, similarly to the Sakurai angle in ''SSB'', but occurring later and remaining a semi-spike.
*Starting from ''Brawl'', moves which do not lift the opponent off the ground, and do not put them into tumble, will always keep the opponent in a grounded state. Additionally, if a move with a 0° angle deals greater than or equal to 32 units of hitstun, it will not send grounded opponents into [[tumble]], despite dealing enough knockback to do so. The opponent will instead continue to slide along the ground, as they would if they had received fewer than 32 frames of hitstun, until either their momentum ends or they slide off a ledge/slide into the blastzone and get KOed.
**Notably, this effect does not occur for the angle of 180˚, which can cause certain anomalies, such as [[Octopus]]' release behaving differently on left facing walls than right facing walls. Additionally, the opponent is still forced off the ground and put into tumble, only to immediately collide with the ground when the knockback commences.
**In ''Ultimate'', an angle of 0° changes to a 32° angle when the knockback dealt is greater than or equal to 120 units, similarly to the Sakurai angle in ''Smash 64'', but occurring much later and remaining a semi-spike.
***Notably, this effect does not occur for the angle of 180˚, which can cause certain anomalies, such as [[Octopus]]' release behaving differently on left facing walls than right facing walls. Additionally, the opponent is still forced off the ground and put into tumble, only to immediately collide with the ground when the knockback commences (much like how the 0° angle worked prior to ''Brawl'').


==See also==
==See also==

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