Editing Autolink angle

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===367° (366° in ''Smash 4'')===
===367° (366° in ''Smash 4'')===
The 367° angle was introduced in ''Smash 4'', and is present in a majority of playable characters' aerial multi-hit moves, being by far the most common autolink angle in ''Smash 4'' and ''Ultimate''. This angle's function is much more sophisticated than its predecessors', as the direction the opponent is sent in is determined by both the direction the attacker is moving in, and the position of the opponent relative to the hitbox; for example, if they are in the upper end of the hitbox, and the attacker is not moving, they will be sent down and towards the center of the hitbox. This is achieved by setting the opponent's launch speed to the attacker's momentum, plus 20% of the difference between the hitbox and opponent's positional coordinates, so like the 365° angle, it allows multiple hits to link properly even if they do not have set knockback. Additionally, this is calculated after [[hitlag]] is over. Combined with the weakening of SDI from ''Smash 4'' onward, these factors make autolink moves with the 367° angle impossible to escape under most circumstances.  
The 367° angle was introduced in ''Smash 4'', and is present in a majority of playable characters' aerial multi-hit moves, being by far the most common autolink angle in ''Smash 4'' and ''Ultimate''. This angle's function is much more sophisticated than its predecessors', as the direction the opponent is sent in is determined by both the direction the attacker is moving in, and the position of the opponent relative to the hitbox; for example, if they are in the upper end of the hitbox, and the attacker is not moving, they will be sent down and towards the center of the hitbox. This is achieved by setting the opponent's launch speed to the attacker momentum, plus 20% of the difference between the hitbox and opponent's positional coordinates, so like the 365° angle, it allows multiple hits to link properly even if they do not have set knockback. Additionally, this is calculated after [[hitlag]] is over. Combined with the weakening of SDI from ''Smash 4'' onward, these factors make autolink moves with the 367° angle impossible to escape under most circumstances.  


However, this angle still has some restrictions that, albeit avoidable, may prevent moves from connecting all hits:
However, this angle still has some restrictions that, albeit avoidable, may prevent moves from connecting all hits:
*When hitting an opponent on the ground, it always uses an angle of 80° and does not modify launch speed. While not problematic for autolink hits that deal relatively low knockback, others will usually fail to connect when hitting grounded opponents unless the attacker is moving upwards at a close speed to the knockback caused, especially at higher percents if they do not have set knockback. In ''Smash 4'', examples of moves with this problem are {{SSB4|Luigi}}'s grounded [[Luigi Cyclone]], which will pop opponents up and away from the rest of the move, and {{SSB4|Greninja}}'s [[up smash]], which fails to connect the second hit against most characters on [[platform]]s; both moves' issues were later addressed in ''Ultimate''.
*When hitting an opponent on the ground, it always uses an angle of 80° and does not modify launch speed. While not problematic for autolink hits that deal relatively low knockback, others will usually fail to connect when hitting grounded opponents unless the attacker is moving upwards at a close speed to the knockback caused, especially at higher percents if they do not have set knockback. Examples of moves with this problem are {{SSB4|Luigi}}'s grounded [[Luigi Cyclone]], which will pop opponents up and away from the rest of the move, and {{SSB4|Greninja}}'s [[up smash]], which fails to connect the second hit against most characters on [[platform]]s.
*5 frames after the opponent is launched, their launch speed is capped at 3, equivalent to 100 units of knockback, preventing opponents from moving too fast when hit by an autolink move. However, this only matters when speed [[equipment]] is used to boost mobility significantly, as no character in the game can normally surpass this speed while using autolink moves.
*5 frames after the opponent is launched, their launch speed is capped at 3, equivalent to 100 units of knockback, preventing opponents from moving too fast when hit by an autolink move. However, this only matters when speed [[equipment]] is used to boost mobility significantly, as no character in the game can normally surpass this speed while using autolink moves.
*Since update [[1.0.4]] in ''Smash 4'', and in ''Ultimate'', vertical launch speed has a lower cap of -1, equivalent to roughly 33.4 units of knockback fully downwards, so it cannot be below this value. This prevents a large part of autolink moves from dragging the opponent down too fast and thus turning into abnormally powerful [[meteor smash]]es; only those that inflict high enough hitstun to still have the opponent fall a considerable distance within the capped launch speed can achieve this effect. As an adverse effect for the attacker, however, it also prevents the hits from linking reliably if they are moving downwards too fast, be it through [[fast fall]]ing or even some characters' regular maximum [[falling speed]]s.
*Since update [[1.0.4]] in ''Smash 4'', and in ''Ultimate'', vertical launch speed has a lower cap of -1, equivalent to roughly 33.4 units of knockback fully downwards, so it cannot be below this value. This prevents a large part of autolink moves from dragging the opponent down too fast and thus turning into abnormally powerful [[meteor smash]]es; only those that inflict high enough hitstun to still have the opponent fall a considerable distance within the capped launch speed can achieve this effect. As an adverse effect for the attacker, however, it also prevents the hits from linking reliably if they are moving downwards too fast, be it through [[fast fall]]ing or even some characters' regular maximum [[falling speed]]s.
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==Trivia==
==Trivia==
*[[Bowser Jr.]]'s down aerial, [[Diddy Kong]]'s dash attack, [[Mario]]'s Super Jump Punch, [[Mii Brawler]]'s forward aerial, [[Mii Swordfighter]]'s Blurring Blade, [[Peach]]'s Toad, [[Samus]]' Screw Attack, [[Sonic]]'s [[up tilt]], and [[Zelda]]'s neutral aerial are the only returning moves from ''Smash 4'' to ''Ultimate'' to have lost their autolink angles entirely.
*[[Bowser Jr.]]'s down aerial, [[Diddy Kong]]'s dash attack, [[Mario]]'s Super Jump Punch, [[Mii Brawler]]'s forward aerial, [[Mii Swordfighter]]'s Blurring Blade, [[Peach]]'s Toad, [[Samus]]' Screw Attack, and [[Zelda]]'s neutral aerial are the only returning moves from ''Smash 4'' to ''Ultimate'' to have lost their autolink angles entirely.
**This is not counting [[Dr. Mario]]'s down aerial and [[Meta Knight]]'s [[Mach Tornado]], which have been repurposed from multi-hitting to single-hitting moves.
**This is not counting [[Dr. Mario]]'s down aerial and [[Meta Knight]]'s [[Mach Tornado]], which have been repurposed from multi-hitting to single-hitting moves, and [[Sonic]]'s [[up tilt]], which lost its previous first hit.
**In the case of [[Toad]], this is due to the hitboxes being changed to [[projectile]]s that all have the same strength and keep opponents in [[hitlag]] to connect, instead of physical multi-hits that are simply coded to be [[reflect]]able.
**In the case of [[Toad]], this is due to the hitboxes being changed to [[projectile]]s that all have the same strength and keep opponents in [[hitlag]] to connect, instead of physical multi-hits that are simply coded to be [[reflect]]able.
*[[Lucas]]' PK Thunder 2 and [[Meta Knight]]'s Drill Rush in ''Ultimate'' use the highest amount of autolink angle types at once, with up to three.
*[[Lucas]]' PK Thunder 2 and [[Meta Knight]]'s Drill Rush in ''Ultimate'' use the highest amount of autolink angle types at once, with up to three.

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