Editing Autolink angle
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[[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 363 or 365 degrees, as well as 366 or 367 degrees from ''Smash 4'' onward, and 368 degrees in ''Ultimate'', the game gives | 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== | ||
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==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, 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. | *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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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˚ and | ===368˚ and autolink positions=== | ||
Introduced in ''Ultimate'', the 368˚ angle is used in only a few moves, such as {{SSBU|Samus}}' [[up smash]] and [[Peach Parasol]], and appears to function as a mix between the 366° and 367° angles. Additionally, a new feature complementing autolink angles is the ability to set '''autolink positions''' for moves, so that the opponent is launched towards a certain spot relative to the hitbox that struck them, rather than the center of the hitbox itself. All hitboxes that use the 368° angle are accompanied by an autolink position, but they can be used for any angle, autolink or not. | |||
Introduced in ''Ultimate'', the 368˚ angle is used in only a few moves, such as {{SSBU|Samus}}' [[up smash]] and [[Peach Parasol]], and appears to function as a mix between the 366° and 367° angles. Additionally, a new feature complementing autolink angles is the ability to set ''' | |||
Autolink positions can be set for each hitbox individually, and their data consists of a character [[bone]], horizontal and vertical offsets from the bone, and the amount of frames it takes effect. When an opponent is struck by a hitbox with an autolink position, its knockback and resulting hitstun are applied normally, but an additional vector is applied towards the specified position, with a speed so that the opponent covers the necessary distance within the specified amount of frames (which can be a decimal amount); after this, the launch speed continues at the hitbox's true angle. For example, the first hit of Samus' up smash launches opponents 4 units forward and 22 above her root position (the "top" bone) within 4 frames, then the second hit launches them 1 unit behind and 23 above within 10 frames, with the following hits pulling them progressively closer to her backside to match the move's arc. As a result, autolink positions are especially effective in allowing multi-hit moves that change their hitbox placement between hits to connect reliably, which is not easily possible with an autolink angle alone. | |||
==List of attacks that use the autolink angle== | ==List of attacks that use the autolink angle== | ||
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|} | |} | ||
===List of attacks with | ===List of attacks with autolink positions (''Ultimate'' only)=== | ||
All listed moves use the "top" [[bone]] (the attacker's root point) for their position | All listed moves use the "top" [[bone]] (the attacker's root point) for their autolink position, with the exception of Octaslash, which uses the "rot" bone to account for the direction the move is aimed at. Additionally, for all listed Final Smashes except Shippu Jinraikyaku, the autolink positions only apply if the attacker is [[tiny]]. | ||
{|class="wikitable sortable" width=60% | {|class="wikitable sortable" width=60% | ||
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!rowspan=2 width=7%|Hitbox ID(s) | !rowspan=2 width=7%|Hitbox ID(s) | ||
!rowspan=2 width=7%|Angle | !rowspan=2 width=7%|Angle | ||
!colspan=2 width=20%| | !colspan=2 width=20%|Autolink position | ||
|- | |- | ||
!width=10%|Offsets [X,Y] | !width=10%|Offsets [X,Y] | ||
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|3 (hit 1 ID 1)<br>368 (hits 2-7 ID 0)<br>2 (ID 2-3/1-2)<br>4 (ID 4-6/3-5) | |3 (hit 1 ID 1)<br>368 (hits 2-7 ID 0)<br>2 (ID 2-3/1-2)<br>4 (ID 4-6/3-5) | ||
|} | |} | ||
==References== | ==References== |