Editing Autolink angle

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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. Attacks that use this angle launch the opponent in the direction the attacker is moving into, albeit without launch speed modifications. This helps multi-hit moves with significant drift ensure that the opponent will be in the correct position and not simply fall out of the move because the character drifted too far away. 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. 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 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]].
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. Because of this, attacks that use the 365° angle as of ''Ultimate'' typically have the specific purpose of either trapping the opponent in place or pushing them into another hitbox with no sweetspot.
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'')===
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===368˚ and position vectors===
===368˚ and position vectors===
{{incomplete|Need an exact explanation for how the 368 angle works.}}
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 '''position vectors''' for moves, which causes the opponent to be launched towards a certain spot relative to the fighter that struck them, rather than the center of the hitbox itself. All hitboxes that use the 368° angle are accompanied by a position vector, 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 '''position vectors''' for moves, which causes the opponent to be launched towards a certain spot relative to the fighter that struck them, rather than the center of the hitbox itself. All hitboxes that use the 368° angle are accompanied by a position vector, but they can be used for any angle, autolink or not.


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