Editing Autolink angle
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 3: | Line 3: | ||
[[File:MarioSSBBUS(hits5-6).png|300px|thumb|The hitboxes of the pre-final hits of [[Super Jump Punch]] in ''[[Brawl]]'', an example of an attack that utilizes the autolink angle.]] | [[File:MarioSSBBUS(hits5-6).png|300px|thumb|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 ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]''. While it reads in the game data as an angle of | The '''autolink angle''' is a special [[knockback]] angle programmed into certain attacks in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]''. While it reads in the game data as an angle of 363° or 365° degrees, as well as 366° or 367° degrees from ''Smash 4'' onward, and 368° degrees in ''Ultimate'', the game gives it a special treatment. | ||
==General properties== | ==General properties== | ||
Line 16: | Line 16: | ||
==Types of autolink angles== | ==Types of autolink angles== | ||
===363°=== | ===363°=== | ||
The 363° angle is the rarest autolink angle in all three games that feature them | The 363° angle is the rarest autolink angle in all three games that feature them. In ''Brawl'', it is only used for the hitbox enemies in [[The Subspace Emissary]] produce upon [[careening]], in order to prevent a chain reaction of said effect when knocking enemies into each other. In ''Smash 4'', it is used for the dashing portion of {{SSB4|Lucario}}'s [[Extreme Speed Attack]] custom, as well as the [[windbox]] produced by the [[Back Shield]] when it is hit, and has the effect of launching the opponent in the direction the attacker is moving into, albeit without launch speed modifications. For the former move, this allows Lucario to connect the second hit afterwards regardless of the direction chosen for the first hit, while for the the latter, it ensures characters do not end up too close behind another with a Back Shield equipped. However, in the case of Extreme Speed Attack, the angle still does not account for the move's increase in distance as Lucario's [[Aura]] grows, thus making it difficult to link both hits at high percents. ''Ultimate'' is the only game where the angle is used in characters' base movesets, being present in {{SSBU|Duck Hunt}}'s up aerial, {{SSBU|Lucas}}' down aerial and [[PK Thunder 2]], [[Drill Rush]], and [[Skyward Slash Dash]]. | ||
===365°=== | ===365°=== | ||
The 365° angle is the only autolink angle present in playable character moves in ''Brawl'', and a relatively uncommon angle in ''Smash 4'' and ''Ultimate''. Compared to 363°, it sets the opponent's launch speed to 50% of the attacker's momentum, effectively keeping them closer to the attacker as they move in a given direction, and regardless of the knockback caused by the attack. However, the angle still does not function very efficiently, as it disregards how close or far from the center of the hitbox the opponent is. As a result, moves using this angle can be easily escaped with [[SDI]], especially in ''Brawl'' where the technique is much stronger | The 365° angle is the only autolink angle present in playable character moves in ''Brawl'', and a relatively uncommon angle in ''Smash 4'' and ''Ultimate''. Compared to 363°, it sets the opponent's launch speed to 50% of the attacker's momentum, effectively keeping them closer to the attacker as they move in a given direction, and regardless of the knockback caused by the attack. However, the angle still does not function very efficiently, as it disregards how close or far from the center of the hitbox the opponent is. As a result, moves using this angle can be easily escaped with [[SDI]], especially in ''Brawl'' where the technique is much stronger. | ||
===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 | 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, minus 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. | *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. | ||
*In ''[[Ultimate]]'', the changes to knockback also affect autolink angles for moves that don't use set knockback, which can result in misfires similar to those of the 366° autolink angle. | |||
*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. | ||
===366° (367° in ''Smash 4'')=== | ===366° (367° in ''Smash 4'')=== | ||
Introduced in ''Smash 4'', the 366° angle is far less common than 367°, but still more so than 365°. It works similarly to 367° in that it launches opponents in the direction the attacker is moving into, while also pulling them towards the center of the hitbox. However, it does not reduce the launch speed obtained from knockback, and its "vortex" effect only lasts for 5 frames, after which the opponent's launch direction exclusively matches that of the attacker's movement at the time the hit took place.<ref>[https://twitter.com/drafix570/status/1032644437757767680?s=19 An example of the behavior of the 366° angle]</ref> It also does not have any caps for launch speed, nor it launches grounded opponents at a fixed angle. These properties make moves using the angle much more consistent against grounded opponents, and allow them to connect more effectively for characters that move fast in a certain orientation, such as {{SSB4|Falco}}, whose vertical speed synergizes well with the angle for his [[neutral aerial]]. However, the angle's linking ability becomes worse if the attacker's movement is too versatile, due to its momentum-changing quirk, or if a move causes too much knockback, since its launch speed is not modified to compensate: an example of this is {{SSB4|Lucas}}'s neutral aerial, whose hits at very high percents erratically launch opponents around him and become very hard to connect, whereas a move using the 367° angle would keep them close more effectively. | Introduced in ''Smash 4'', the 366° angle is far less common than 367°, but still more so than 365°. It works similarly to 367° in that it launches opponents in the direction the attacker is moving into, while also pulling them towards the center of the hitbox. However, it does not reduce the launch speed obtained from knockback, and its "vortex" effect only lasts for 5 frames, after which the opponent's launch direction exclusively matches that of the attacker's movement at the time the hit took place.<ref>[https://twitter.com/drafix570/status/1032644437757767680?s=19 An example of the behavior of the 366° angle]</ref> It also does not have any caps for launch speed, nor it launches grounded opponents at a fixed angle. These properties make moves using the angle much more consistent against grounded opponents, and allow them to connect more effectively for characters that move fast in a certain orientation, such as {{SSB4|Falco}}, whose vertical speed synergizes well with the angle for his [[neutral aerial]]. However, the angle's linking ability becomes worse if the attacker's movement is too versatile, due to its momentum-changing quirk, or if a move causes too much knockback, since its launch speed is not modified to compensate: an example of this is {{SSB4|Lucas}}'s neutral aerial, whose hits at very high percents erratically launch opponents around him and become very hard to connect, whereas a move using the 367° angle would keep them close more effectively. | ||
===368˚ | ===368˚=== | ||
Introduced in ''Ultimate'', the 368˚ angle is used in only a few moves, such as {{SSBU|Samus}}' [[up smash]] and [[Peach Parasol]]. Although its technical specifications are not fully known yet, in all cases where it is used, it is accompanied by a set position flag, whose basic function is launching opponents towards a certain position in a certain number of frames, that can be indicated by the flag, such as in the aforementioned moves' cases. Because of this, it is more effective for multi-hit moves that change their hitbox placement between hits. | |||
Introduced in ''Ultimate'', the 368˚ angle is used in only a few moves, such as {{SSBU|Samus}}' [[up smash]] and [[Peach Parasol]] | |||
==List of attacks that use the autolink angle== | ==List of attacks that use the autolink angle== | ||
For moves without any specification, the autolink angle is present in all their hits except the final and landing hits. As mentioned above, moves listed as using a 367° angle use a 366° angle in ''Smash 4'', and vice versa. | For moves without any specification, the autolink angle is present in all their hits except the final and landing hits. As mentioned above, moves listed as using a 367° angle use a 366° angle in ''Smash 4'', and vice versa. | ||
{|class="wikitable sortable" width= | ===By characters=== | ||
{|class="wikitable sortable" width=53% | |||
!width=10%|Character | !width=10%|Character | ||
!width= | !width=30%|Move | ||
!width= | !width=8%|Angle | ||
!width=5%|Games | !width=5%|Games | ||
|- | |- | ||
|rowspan=2|[[Banjo | |rowspan=2|[[Banjo & Kazooie]] | ||
|[[Up smash]] (hits 2-7) | |[[Up smash]] (hits 2-7) | ||
|367° | |367° | ||
Line 70: | Line 68: | ||
|{{GameIcon|SSB4}} | |{{GameIcon|SSB4}} | ||
|- | |- | ||
|rowspan= | |rowspan=3|[[Charizard]] | ||
|Up smash | |Up smash | ||
|368° | |368° | ||
|{{GameIcon|SSBU}} | |||
|- | |- | ||
|[[Mega Charizard X]] (Dragon Rush) | |[[Mega Charizard X]] (Dragon Rush) | ||
|367° | |||
|rowspan=2|{{GameIcon|SSB4}} | |rowspan=2|{{GameIcon|SSB4}} | ||
|- | |- | ||
Line 113: | Line 94: | ||
|- | |- | ||
|rowspan=2|[[Daisy]] | |rowspan=2|[[Daisy]] | ||
|Up aerial | |[[Up aerial]] | ||
|367° | |367° | ||
|rowspan=2|{{GameIcon|SSBU}} | |rowspan=2|{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Daisy Parasol]] | |[[Daisy Parasol]] | ||
|367° (hits 2-4)<br>368° (hit 5) | |367° (hits 2-4)<br>368° (hit 5) | ||
|- | |- | ||
|rowspan=3|[[Dark Pit]] | |rowspan=3|[[Dark Pit]] | ||
Line 133: | Line 114: | ||
|rowspan=4|[[Dark Samus]] | |rowspan=4|[[Dark Samus]] | ||
|Up smash | |Up smash | ||
|368° | |368° | ||
|rowspan=4|{{GameIcon|SSBU}} | |rowspan=4|{{GameIcon|SSBU}} | ||
|- | |- | ||
Line 151: | Line 132: | ||
|[[Donkey Kong]] | |[[Donkey Kong]] | ||
|[[Spinning Kong]] | |[[Spinning Kong]] | ||
|366° (grounded, hit 1) | |366° (grounded, hit 1)<br>367° | ||
|{{GameIcon|SSBU}} | |{{GameIcon|SSBU}} | ||
|- | |- | ||
Line 162: | Line 143: | ||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Duck Hunt]] | |||
|Up aerial (hit 2) | |Up aerial (hit 2) | ||
|363° | |363° | ||
|{{GameIcon|SSBU}} | |||
|- | |- | ||
|rowspan=3|[[Falco]] | |rowspan=3|[[Falco]] | ||
|Neutral aerial | |[[Neutral aerial]] | ||
|366° | |366° | ||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
Line 181: | Line 157: | ||
|rowspan=2|{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |rowspan=2|{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Fire Bird]] (hits 9- | |[[Fire Bird]] (hits 9-14) | ||
|365°{{GameIcon|SSBB}}{{GameIcon|SSB4}}<br>367°{{GameIcon|SSBU}} | |365°{{GameIcon|SSBB}}{{GameIcon|SSB4}}<br>367°{{GameIcon|SSBU}} | ||
|- | |- | ||
Line 195: | Line 171: | ||
|365° (hits 1-2{{GameIcon|SSB4}}, hit 2{{GameIcon|SSBU}})<br>367° (hit 1){{GameIcon|SSBU}} | |365° (hits 1-2{{GameIcon|SSB4}}, hit 2{{GameIcon|SSBU}})<br>367° (hit 1){{GameIcon|SSBU}} | ||
|- | |- | ||
|Up aerial | |Up aerial | ||
|367° | |367° | ||
|- | |- | ||
Line 220: | Line 196: | ||
|[[Incineroar]] | |[[Incineroar]] | ||
|[[Max Malicious Moonsault]] (trap) | |[[Max Malicious Moonsault]] (trap) | ||
|rowspan= | |rowspan=10|{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Inkling]] | |[[Inkling]] | ||
Line 230: | Line 206: | ||
|[[Triple Finish]] (Solar Beam) | |[[Triple Finish]] (Solar Beam) | ||
|- | |- | ||
|rowspan= | |rowspan=4|[[Joker]] | ||
|Up tilt | |Up tilt | ||
|- | |- | ||
Line 239: | Line 215: | ||
|[[Gun]] and Gun Special (grounded, jump) | |[[Gun]] and Gun Special (grounded, jump) | ||
|365° | |365° | ||
|- | |- | ||
|rowspan=2|[[Ken]] | |rowspan=2|[[Ken]] | ||
Line 256: | Line 225: | ||
|[[King Dedede]] | |[[King Dedede]] | ||
|Up aerial | |Up aerial | ||
|rowspan= | |rowspan=9|367° | ||
|rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
Line 270: | Line 239: | ||
|Forward aerial | |Forward aerial | ||
|- | |- | ||
|[[Spin Attack]] (aerial | |[[Spin Attack]] (aerial, hits 1, 3 and 5) | ||
|rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
Line 278: | Line 247: | ||
|[[Rising Uppercut]] (hits 2-5) | |[[Rising Uppercut]] (hits 2-5) | ||
|- | |- | ||
|rowspan= | |rowspan=4|[[Lucario]] | ||
|Down aerial | |Down aerial | ||
|{{GameIcon|SSBU}} | |||
|{{GameIcon|SSBU}} | |||
|- | |- | ||
|[[Snaring Aura Sphere]] (windbox) | |[[Snaring Aura Sphere]] (windbox) | ||
Line 335: | Line 299: | ||
|Forward aerial | |Forward aerial | ||
|rowspan=3|367° | |rowspan=3|367° | ||
|<ref>Present in ''Smash 4'' prior to update 1.0.4</ref>{{GameIcon|SSBU}} | |<ref>Present in ''Smash 4'' prior to update [[1.0.4]]</ref>{{GameIcon|SSBU}} | ||
|- | |- | ||
|Back aerial | |Back aerial | ||
Line 366: | Line 330: | ||
|{{GameIcon|SSBU}} | |{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Onslaught]] (hits 1-3{{GameIcon|SSB4}}, | |[[Onslaught]] (hits 1-3{{GameIcon|SSB4}}, 3-6{{GameIcon|SSBU}}) | ||
|rowspan=4|367° | |rowspan=4|367° | ||
|rowspan=2|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |rowspan=2|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Helicopter Kick]] | |[[Helicopter Kick]] | ||
|- | |- | ||
|[[Piston Punch]] (hits 2-7) | |[[Piston Punch]] (hits 2-7) | ||
Line 382: | Line 346: | ||
|- | |- | ||
|[[Mii Gunner]] | |[[Mii Gunner]] | ||
|Up aerial | |Up aerial | ||
|rowspan=4|367° | |rowspan=4|367° | ||
|rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
|rowspan=6|[[Mii Swordfighter]] | |rowspan=6|[[Mii Swordfighter]] | ||
|Up smash ( | |Up smash (hit 2) | ||
|- | |- | ||
|Forward aerial | |Forward aerial | ||
Line 398: | Line 362: | ||
|rowspan=2|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |rowspan=2|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Hero's Spin]] (aerial | |[[Hero's Spin]] (aerial, hits 1, 3 and 5) | ||
|367° | |367° | ||
|- | |- | ||
Line 407: | Line 371: | ||
|rowspan=2|[[Mr. Game & Watch]] | |rowspan=2|[[Mr. Game & Watch]] | ||
|Neutral aerial | |Neutral aerial | ||
|rowspan= | |rowspan=4|367° | ||
|- | |- | ||
|Back aerial | |Back aerial | ||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
|rowspan=3|[[Ness]] | |rowspan=3|[[Ness]] | ||
|Down smash (hits 1-2 | |Down smash (hits 1-2) | ||
|- | |- | ||
|Forward aerial | |Forward aerial | ||
Line 457: | Line 405: | ||
|- | |- | ||
|[[Peach Parasol]] | |[[Peach Parasol]] | ||
|365° (hits 2-5){{GameIcon|SSBB}}<br>367° (hits 2-5){{GameIcon|SSB4}}<br>367° (hits 2-4){{GameIcon|SSBU}}<br>368° (hit 5){{GameIcon|SSBU}} | |365° (hits 2-5){{GameIcon|SSBB}}<br>367° (hits 2-5){{GameIcon|SSB4}}<br>367° (hits 2-4){{GameIcon|SSBU}}<br>368° (hit 5){{GameIcon|SSBU}} | ||
|{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
Line 493: | Line 441: | ||
|- | |- | ||
|rowspan=3|[[Pit]] | |rowspan=3|[[Pit]] | ||
|Up tilt (hit 2{{GameIcon|SSB4}}, hit 1{{GameIcon|SSBU}}) | |Up tilt (hit 2{{GameIcon|SSB4}}, hit 1{{GameIcon|SSBU}}}) | ||
|365° | |365° | ||
|rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
Line 501: | Line 449: | ||
|- | |- | ||
|Forward aerial | |Forward aerial | ||
|rowspan=9|367° | |||
|rowspan= | |||
|367° | |||
|- | |- | ||
|[[R.O.B.]] | |[[R.O.B.]] | ||
|[[Arm Rotor]] | |[[Arm Rotor]] | ||
|rowspan=5|{{GameIcon|SSBU}} | |rowspan=5|{{GameIcon|SSBU}} | ||
|- | |- | ||
Line 528: | Line 467: | ||
|[[Robin]] | |[[Robin]] | ||
|[[Arcthunder]] | |[[Arcthunder]] | ||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |- | ||
|[[Rosalina & Luma]] | |||
|Forward aerial (Rosalina's | |Forward aerial (Rosalina's) | ||
| | |{{GameIcon|SSB4}} | ||
|- | |- | ||
|rowspan=2|[[Roy]] | |rowspan=2|[[Roy]] | ||
|[[Blazer]] (hits 2-4) | |[[Blazer]] (hits 2-4) | ||
|rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
Line 560: | Line 494: | ||
|rowspan=5|[[Samus]] | |rowspan=5|[[Samus]] | ||
|Up smash | |Up smash | ||
|367° (hits 1, 3 and 4){{GameIcon|SSB4}}<br>368°{{GameIcon|SSBU}} | |367° (hits 1, 3 and 4){{GameIcon|SSB4}}<br>368°{{GameIcon|SSBU}} | ||
|- | |- | ||
|Forward aerial | |Forward aerial | ||
Line 573: | Line 507: | ||
|- | |- | ||
|[[Screw Attack]] (aerial, hits 4-11) | |[[Screw Attack]] (aerial, hits 4-11) | ||
|367° | |rowspan=6|367° | ||
|{{GameIcon|SSB4}} | |{{GameIcon|SSB4}} | ||
|- | |- | ||
|[[Sheik]] | |[[Sheik]] | ||
|Up aerial | |Up aerial | ||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
Line 614: | Line 531: | ||
|- | |- | ||
|Forward aerial | |Forward aerial | ||
|367° | |rowspan=3|367° | ||
|rowspan= | |rowspan=3|{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Squirtle]] | |[[Squirtle]] | ||
|[[Waterfall]] | |[[Waterfall]] | ||
|- | |- | ||
|[[Terry]] | |[[Terry]] | ||
|[[Rising Tackle]] (hits 2-4 normal, 2-8 charged) | |[[Rising Tackle]] (hits 2-4 (normal), 2-8 (charged)) | ||
|- | |- | ||
|[[Toon Link]] | |[[Toon Link]] | ||
|Spin Attack (aerial | |Spin Attack (aerial, hits 1-3) | ||
|367° | |367° | ||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
Line 647: | Line 552: | ||
|rowspan=2|[[Yoshi]] | |rowspan=2|[[Yoshi]] | ||
|Back aerial | |Back aerial | ||
|rowspan= | |rowspan=8|367° | ||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
Line 656: | Line 561: | ||
|Forward aerial | |Forward aerial | ||
|- | |- | ||
|Spin Attack (aerial, | |Spin Attack (aerial, hits 1, 3 and 5) | ||
|- | |- | ||
|rowspan=2|[[Zelda]] | |||
|Up smash | |Up smash | ||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
Line 677: | Line 577: | ||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|} | |} | ||
==References== | ==References== | ||
{{ | {{Reflist}} | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |