Editing Autolink angle
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While not all moves that use autolink angles have [[set knockback]], all of them except those with the 363° angle adjust launch speed using the attacker's distance and (if applicable) the opponent's position, allowing them to still link their hits properly regardless of the opponent's percent. However, [[hitstun]] is still determined by the numerical result of knockback, so autolink moves can have low launch speed and high hitstun, rather than them being directly proportional. In ''Smash 4'' and ''Ultimate'', as most autolink moves are multi-hit aerial attacks, this trait can be taken advantage of for several kinds of combos, by dragging the opponent long distances down and landing before the non-autolinking hits come out, then hitting the opponent while in hitstun or [[lock]]ing them if the knockback inflicted is high enough to knock them down as they land. {{SSB4|Greninja}} and {{SSBU|Joker}}'s [[up aerial]]s are well known moves for exceling at these abilities, as they can be followed up from several moves and bring opponents down to the ground to extend combos farther. Alternatively, this can be done offstage to [[gimp]] them very effectively with autolink moves that deal high knockback, such as in ''Smash 4'', {{SSB4|Luigi}}'s [[Luigi Cyclone]] and {{SSB4|Fox}}'s [[forward aerial]] followed by a [[footstool jump]], which usually take stocks even at very low percents if successful. | While not all moves that use autolink angles have [[set knockback]], all of them except those with the 363° angle adjust launch speed using the attacker's distance and (if applicable) the opponent's position, allowing them to still link their hits properly regardless of the opponent's percent. However, [[hitstun]] is still determined by the numerical result of knockback, so autolink moves can have low launch speed and high hitstun, rather than them being directly proportional. In ''Smash 4'' and ''Ultimate'', as most autolink moves are multi-hit aerial attacks, this trait can be taken advantage of for several kinds of combos, by dragging the opponent long distances down and landing before the non-autolinking hits come out, then hitting the opponent while in hitstun or [[lock]]ing them if the knockback inflicted is high enough to knock them down as they land. {{SSB4|Greninja}} and {{SSBU|Joker}}'s [[up aerial]]s are well known moves for exceling at these abilities, as they can be followed up from several moves and bring opponents down to the ground to extend combos farther. Alternatively, this can be done offstage to [[gimp]] them very effectively with autolink moves that deal high knockback, such as in ''Smash 4'', {{SSB4|Luigi}}'s [[Luigi Cyclone]] and {{SSB4|Fox}}'s [[forward aerial]] followed by a [[footstool jump]], which usually take stocks even at very low percents if successful. | ||
Autolink angles have been commonly misconceived as the reason for the first hits of certain multi-hit moves, particularly [[up special]]s such as [[Peach Parasol]] and [[Screw Attack]], KOing opponents at unnaturally early percents when the attacker has high [[rage]]. This actually happens merely due to such moves' first hits usually having high set knockback in order to connect quickly into the other hits as the attacker rises in the air, therefore causing rage to have a much stronger effect on them; in fact, the two examples mentioned do not even have the autolink angle present in their first hits. This has been fixed in [[SSBU]], with attacks with set knockback no longer being affected by Rage. | |||
==Types of autolink angles== | ==Types of autolink angles== |