Editing Sakurai angle

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The '''Sakurai angle''' (sometimes displayed as '''*''' or {{AngleIcon|361|s=20}} in moveset lists) is a special [[knockback]] behavior that many attacks use. While it reads in the game data as an [[angle]] of 361 degrees, the actual resulting angle is dependent on whether the victim is on the ground or in the air, as well as the strength of the knockback.
The '''Sakurai angle''' (sometimes displayed as '''*''' or {{AngleIcon|361|s=20}} in moveset lists) is a special [[knockback]] behavior that many attacks use. While it reads in the game data as an [[angle]] of 361 degrees, the actual resulting angle is dependent on whether the victim is on the ground or in the air, as well as the strength of the knockback.


The exact characteristics of the Sakurai angle have changed slightly in every game, but all share the same basic idea: at low knockback the opponent is not lifted off the ground, while at high knockback they are launched diagonally; the purpose seems to be to allow grounded battles between fresh opponents without allowing attacks to be deadly [[semi-spike]]s at KO percentages. The amount of knockback dealt determines the launch angle of grounded opponents; aerial opponents use the same angle regardless of knockback, which is typically very slightly higher than any grounded version. Starting in ''Melee'', if the knockback is between the low-knockback value and high-knockback value, the resulting angle will be linearly scaled between its two extremes.
The exact characteristics of the Sakurai angle have changed slightly in every game, but all share the same basic idea: at low knockback the opponent is not lifted off the ground, while at high knockback they are launched diagonally; the purpose seems to be to allow grounded battles between fresh opponents without allowing attacks to be deadly [[semi-spike]]s at KO percentages. The amount of knockback dealt determines the launch angle of grounded opponents; aerial opponents use the same angle regardless of knockback, which is typically very slightly higher than any grounded version. Starting in ''Brawl'', if the knockback is between the low-knockback value and high-knockback value, the resulting angle will be linearly scaled between its two extremes.


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