Editing Sakurai angle
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==Name origin and history== | ==Name origin and history== | ||
The characteristics of the Sakurai angle are mentioned by the official ''Super Smash Bros.'' website; it mentions that when an attack's angle is 361, low knockback hits the opponent sideways while high knockback hits them diagonally. The angle is not given any special name, and due to the statement's presence on an obscure page on a Japanese-only website from 1999, the | The characteristics of the Sakurai angle are mentioned by the official ''Super Smash Bros.'' website; it mentions that when an attack's angle is 361, low knockback hits the opponent sideways while high knockback hits them diagonally. The angle is not given any special name, and due to the statement's presence on an obscure page on a Japanese-only website from 1999, the community was never aware of it. Indeed, for the longest time in the history of the series, there was no knowledge whatsoever that a special angle existed - only a slight sense that one knockback angle felt more common than others. | ||
Early in ''Brawl''{{'}}s lifetime, it was noticed that many attacks with the "generic horizontal launch angle" appeared to have a low chance of [[tripping]]. As decoding of moveset data progressed, it was discovered that most of said attacks have an angle of 361, and later that their technical trip chance was 0%. | Early in ''Brawl''{{'}}s lifetime, it was noticed that many attacks with the "generic horizontal launch angle" appeared to have a low chance of [[tripping]]. As decoding of moveset data progressed, it was discovered that most of said attacks have an angle of 361, and later that their technical trip chance was 0%. Seeing no other explanation at the time, the community agreed that the special angle was the source of the extra trip chance. As [[Masahiro Sakurai]] is somewhat infamous for being commonly thought to have made tripping existent in ''Brawl'', the angle was named after him. While it was later discovered that all attacks that leave opponents on the ground have an extra chance of tripping, and it was not the special angle's doing, the name stuck. | ||
With the release of future games in the series, the Sakurai angle has proved very valuable for data miners; since the number 361 (or 0x169 in {{iw|wikipedia|hexadecimal}}) appears commonly in attack data and rarely elsewhere, searching for it is an extremely effective signal that the data surrounding it is a hitbox of some sort. | With the release of future games in the series, the Sakurai angle has proved very valuable for data miners; since the number 361 (or 0x169 in {{iw|wikipedia|hexadecimal}}) appears commonly in attack data and rarely elsewhere, searching for it is an extremely effective signal that the data surrounding it is a hitbox of some sort. |