Super Smash Bros. Brawl
Super Smash Bros. 4
This article's title is unofficial.

Autolink angle: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
(Expanded significantly on the different types of autolink angles and their properties.)
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 ''[[Brawl]]'' and ''[[Smash 4]]''. While it reads in the game data as an angle of 362, 365, 366, or 367 degrees (363 degrees in Brawl), the game treats it rather differently.
The '''autolink angle''' is a special [[knockback]] angle programmed into certain attacks in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]''. While it reads in the game data as an angle of 363° or 365° degrees, as well as 366° or 367° degrees in ''Smash 4'', the game gives it a special treatment.


The primary use of the angle is to ensure that enemies will stay trapped by certain multi-hitting moves that cause or require their users to move, almost always through the air; the angle manifests itself in the likes of [[Super Jump Punch]], as well as a sizable quantity of multi-hitting [[aerial attack]]s. In ''Brawl'', the angle did not function very efficiently, as it simply sent the opponent in the direction the attacker is moving, disregarding how close or far from the center of the hitbox the opponent is. This meant that moves using the angles could be easily escaped with SDI (especially since SDI is generally much stronger in ''Brawl''). In ''Smash 4'', the angle's function is much more sophisticated, 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 (e.g if the opponent is in the upper end of the hitbox, and the attacker is not moving, the opponent will be sent slightly downwards. Additionally, this is calculated after the [[hitlag]] has ended, reducing the effectiveness of SDI at escaping the moves. These factors make autolink moves harder to escape in ''Smash 4'', although it is still possible.
==General properties==
The autolink angle works differently for each of its possible angles, though all of them have the same purpose: to ensure opponents will stay trapped by certain multi-hitting moves that cause or require their users to move, almost always through the air. To accomplish this, they usually send opponents in the direction the attacker is moving, with some angles additionally pulling them towards the center of the hitbox that struck them. Examples of such moves where the angle manifests itself are [[Mario]]'s [[Super Jump Punch]] and [[Falco]]'s [[forward aerial]]. It is notably much more common in ''Smash 4'' than ''Brawl'', as many characters with multi-hitting [[aerial attack]]s have had these moves adjusted to include it.


The angle does not exist in ''[[Smash 64]]'' or ''[[Melee]]''; attacks with the angle in ''Brawl'' have fixed angles in the other two games. The angle is notably much more common in ''Smash 4'' than ''Brawl'', as many characters with multi-hitting aerial attacks have had these moves adjusted to include it. It is typically considered favorable for an attack to employ the autolink angle, as it allows the move to be connect more reliably and sometimes be used in more versatile ways than one that has a static, unchanging angle.
The angle does not exist in the original ''[[Super Smash Bros.]]'' or ''[[Super Smash Bros. Melee]]''; all attacks in these games have fixed angles, including those that received the autolink angle in later games. It is typically considered favorable for an attack to employ the autolink angle, as this allows it to connect more reliably and sometimes be used in more versatile ways than one that has a static, unchanging angle; this includes the ability to launch opponents downwards, which causes the autolink angle to be considered a form of [[unconventional meteor smash]].


Via its downward nature, the autolink angle is also considered to be a form of [[unconventional meteor smash]].
While not all moves that use autolink angles have [[set knockback]], all of them except those with the 363° angle adjust launch speed using the attacker's distance and (if applicable) the opponent's position, allowing them to still link their hits properly regardless of the opponent's percent. However, [[hitstun]] is still determined by the numerical result of knockback, so autolink moves can have low launch speed and high hitstun, rather than them being directly proportional. In ''Smash 4'', as most autolink moves are multi-hit aerial attacks, this trait can be taken advantage of for several kinds of combos, by dragging the opponent long distances down and landing before the non-autolinking hits come out, then hitting the opponent while in hitstun or [[lock]]ing them if the knockback inflicted is high enough to knock them down as they land. {{SSB4|Greninja}}'s [[up aerial]] is a well known move for exceling at these abilities, as it can be followed up from several moves and bring opponents down to the ground to extend combos farther. Alternatively, this can be done offstage to [[gimp]] them very effectively with autolink moves that deal high knockback, such as {{SSB4|Luigi}}'s [[Luigi Cyclone]] and {{SSB4|Fox}}'s [[forward aerial]] followed by a [[footstool jump]], which usually take stocks even at very low percents if successful.


Many moves that feature autolink angles do not have fixed knockback, however regardless of the value of the knockback, the knockback velocity will be fixed to allow the hits to link properly. If the game detects that the fighter using an autolink move will hit the ground before the next hit of the move comes out, the victim will be launched with the full knockback value, at the same angle as the finisher. There is an issue with the autolink angle on grounded opponents, where the first hit will fail to limit the knockback velocity, meaning that moves with autolink angles may fail to link properly at higher percents when used on grounded opponents (e.g [[Luigi Cyclone]]). The angle also does not properly trap opponents when the user is moving downwards, for unknown reasons.
Autolink angles have been commonly misconceived as the reason for the first hits of certain multi-hit moves, particularly [[up special]]s such as [[Peach Parasol]] and [[Screw Attack]], KOing opponents at unnaturally early percents when the attacker has high [[rage]]. This actually happens merely due to such moves' first hits usually having high set knockback in order to connect quickly into the other hits as the attacker rises in the air, therefore causing rage to have a much stronger effect on them; in fact, the two examples mentioned do not even have the autolink angle present in their first hits.
 
==Types of autolink angles==
===363°===
The 363° angle is the rarest autolink angle in both ''Brawl'' and ''Smash 4''. 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.
 
===365°===
The 365° angle is the only autolink angle present in playable character moves in ''Brawl'', and a relatively uncommon angle in ''Smash 4''. 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 much stronger.
 
===366°===
The 366° angle was introduced in ''Smash 4'', where it is by far the most common autolink angle, present in a majority of playable characters' aerial multi-hit moves. 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 in ''Smash 4'', these factors make autolink moves with the 366° angle impossible to escape under most circumstances.
 
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. 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.
*Added in update [[1.0.4]], vertical launch speed has a cap of -1, equivalent to roughly 33.4 units of knockback fully downwards, so it cannot be lower than 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.
 
===367°===
Introduced in ''Smash 4'', the 367° angle is far less common than 366°, but still more so than 365°. It works similarly to 366° 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 367° 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 366° angle would keep them close more effectively.
 
==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 one and landing hits.


== List of attacks that use the autolink angle ==
===By characters===
===By characters===
{| class="wikitable sortable" width=45%
{|class="wikitable sortable" width=53%
!width=10%|Character
!width=10%|Character
!width=30%|Move(s)
!width=30%|Move
!width=8%|Angle
!width=5%|Games
!width=5%|Games
|-
|-
|rowspan=1|[[Bayonetta]]
|[[Bayonetta]]
|Up special
|[[Witch Twist]] (hits 5-6)
|366°
|rowspan=12|{{GameIcon|SSB4}}
|rowspan=12|{{GameIcon|SSB4}}
|-
|-
|rowspan=1|[[Bowser Jr.]]
|[[Bowser Jr.]]
|Down aerial
|Down aerial
|365° (grounded)<br>366° (aerial)
|-
|-
|rowspan=3|[[Cloud]]
|rowspan=3|[[Cloud]]
|Limit Neutral special
|Limit [[Blade Beam]]
|rowspan=2|367°
|-
|-
|Side special (hit 1)
|[[Cross Slash]] (hit 1)
|-
|-
|Limit Side special (hits 1-2)
|Limit Cross Slash (hits 1-2)
|366°
|-
|-
|rowspan=3|[[Dark Pit]]
|rowspan=3|[[Dark Pit]]
|Up tilt (hit 2)
|Up tilt (hit 2)
|rowspan=2|365°
|-
|-
|Up smash (hit 1)
|Up smash (hit 1, clean)
|-
|-
|Forward aerial (hits 1-2)
|Forward aerial
|rowspan=4|366°
|-
|-
|rowspan=1|[[Diddy Kong]]
|[[Diddy Kong]]
|Dash attack (hit 2)  
|Dash attack (hit 2)  
|-
|-
Line 51: Line 79:
|rowspan=3|[[Falco]]
|rowspan=3|[[Falco]]
|[[Neutral aerial]]
|[[Neutral aerial]]
|367°
|-
|-
|Forward aerial
|Forward aerial
|365°{{GameIcon|SSBB}}<br>366°{{GameIcon|SSB4}}
|rowspan=2|{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|rowspan=2|{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|-
|-
|Up special (hits 9-14)
|[[Fire Bird]] (hits 9-14)
|365°
|-
|-
|rowspan=1|[[Fox]]
|[[Fox]]
|[[Forward aerial]]
|[[Forward aerial]]
|rowspan=10|{{GameIcon|SSB4}}
|rowspan=2|366°
|rowspan=12|{{GameIcon|SSB4}}
|-
|rowspan=3|[[Greninja]]
|Up smash
|-
|-
|rowspan=2|[[Greninja]]
|Back aerial
|Back aerial
|365°
|-
|-
|[[Up aerial]]
|[[Up aerial]]
|rowspan=7|366°
|-
|-
|rowspan=1|[[King Dedede]]
|[[King Dedede]]
|Up aerial
|Up aerial
|-
|-
|rowspan=2|[[Kirby]]
|rowspan=2|[[Kirby]]
|Forward aerial
|Forward aerial (hit 2)
|-
|-
|Down aerial
|Down aerial
|-
|[[Link]]
|[[Spin Attack]] (aerial, hits 1, 3 and 5)
|-
|-
|rowspan=2|[[Little Mac]]
|rowspan=2|[[Little Mac]]
|Neutral aerial  
|Neutral aerial  
|-
|-
|Up special
|[[Rising Uppercut]] (hits 2-5)
|-
|-
|rowspan=1|[[Luigi]]
|[[Lucario]]
|Down special
|[[Extreme Speed Attack]]
|363°
|-
|-
|rowspan=2|[[Lucas]]
|rowspan=2|[[Lucas]]
|Neutral aerial
|Neutral aerial
|367°
|-
|-
|PK Thunder 2 (multi hits)||{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|[[PK Thunder]] 2 (multi hits)
|365°{{GameIcon|SSBB}}<br>366°{{GameIcon|SSB4}}
|{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|-
|-
|rowspan=1|[[Mario]]||[[Super Jump Punch]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|[[Luigi]]
|[[Luigi Cyclone]]
|366°
|{{GameIcon|SSB4}}
|-
|[[Mario]]
|[[Super Jump Punch]] (hits 5-6)
|365°
|{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|-
|-
|rowspan=2|[[Mega Man]]
|rowspan=2|[[Mega Man]]
|Up smash (hits 2-6)
|Up smash (hits 2-6)
|rowspan=7|{{GameIcon|SSB4}}
|rowspan=6|366°
|rowspan=6|{{GameIcon|SSB4}}
|-
|-
|Back aerial (hits 1-2)
|Back aerial
|-
|-
|rowspan=5|[[Meta Knight]]
|rowspan=5|[[Meta Knight]]
|Up smash (hits 1-2)
|Up smash
|-
|-
|Forward aerial<br>(pre-[[1.0.4]] in ''Smash 4'')
|Forward aerial (pre-[[1.0.4]])
|-
|-
|[[Back aerial]]
|[[Back aerial]]
|-
|-
|Neutral special
|[[Mach Tornado]]
|-
|-
|Side special
|[[Drill Rush]]
|365°{{GameIcon|SSBB}}<br>366°{{GameIcon|SSB4}}
|{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|-
|-
|rowspan=1|[[Mr. Game & Watch]]
|[[Mr. Game & Watch]]
|Back aerial (hit 1-3)
|Back aerial
|rowspan=23|{{GameIcon|SSB4}}
|rowspan=6|366°
|rowspan=9|{{GameIcon|SSB4}}
|-
|-
|rowspan=2|[[Ness]]
|rowspan=2|[[Ness]]
|Down smash (back hit)
|Down smash (hits 1-2)
|-
|-
|Forward aerial
|Forward aerial
Line 122: Line 177:
|Up aerial
|Up aerial
|-
|-
|[[Black Hole Laser]]
|[[Black Hole Laser]] (black hole)
|367°
|-
|-
|rowspan=3|[[Peach]]
|rowspan=3|[[Peach]]
|Up aerial (hit 1)
|Up aerial
|rowspan=2|366°
|-
|-
|Neutral special
|[[Toad]] (hits 2-8)
|-
|-
|Up special
|[[Peach Parasol]] (hits 2-5)
|365°{{GameIcon|SSBB}}<br>366°{{GameIcon|SSB4}}
|{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|-
|-
|rowspan=1|[[Pikachu]]
|[[Pikachu]]
|Back aerial
|Back aerial
|366°
|rowspan=14|{{GameIcon|SSB4}}
|-
|-
|rowspan=3|[[Pit]]
|rowspan=3|[[Pit]]
|Up tilt (hit 2)
|Up tilt (hit 2)
|rowspan=2|365°
|-
|-
|Up smash(hit 1)
|Up smash (hit 1, clean)
|-
|-
|Forward aerial (hits 1-2)
|Forward aerial
|rowspan=4|366°
|-
|-
|rowspan=1|[[Robin]]
|[[Robin]]
|Neutral b (Arc thunder)
|[[Arcthunder]]
|-
|-
|rowspan=1|[[Rosalina & Luma]]
|[[Rosalina & Luma]]
|Forward aerial (Rosalina's)
|Forward aerial (Rosalina's)
|-
|-
|rowspan=1|[[Roy]]
|[[Roy]]
|Up special
|[[Blazer]] (hits 2-4)
|-
|-
|rowspan=1|[[Ryu]]
|[[Ryu]]
|Up aerial (hit 1)
|Up aerial
|367°
|-
|rowspan=3|[[Samus]]
|Up smash (hits 1, 3 and 4)
|rowspan=4|366°
|-
|-
|rowspan=2|[[Samus]]
|Forward aerial
|Forward aerial
|-
|-
|Up special (hit 4-11 aerial only)
|[[Screw Attack]] (aerial, hits 4-11)
|-
|-
|rowspan=1|[[Sheik]]
|[[Sheik]]
|Up aerial
|Up aerial
|-
|-
|rowspan=1|[[Sonic]]
|[[Sonic]]
|Up tilt (late hitbox only)
|Up tilt (hit 1, late)
|365°
|-
|-
|rowspan=1|[[Toon Link]]
|[[Toon Link]]
|Up special (aerial hits 1-3)
|[[Spin Attack]] (aerial, hits 1-3)
|366°
|-
|-
|[[Wolf]]||[[Fire Wolf]]||{{GameIcon|SSBB}}
|[[Wolf]]
|[[Fire Wolf]]
|365°
|{{GameIcon|SSBB}}
|-
|-
|rowspan=1|[[Yoshi]]
|[[Yoshi]]
|Back aerial
|Back aerial
|rowspan=4|366°
|rowspan=4|{{GameIcon|SSB4}}
|rowspan=4|{{GameIcon|SSB4}}
|-
|-
Line 178: Line 251:
|Neutral aerial
|Neutral aerial
|-
|-
|rowspan=1|[[Zero Suit Samus]]
|[[Zero Suit Samus]]
|Up special (hit 6)
|[[Boost Kick]] (hit 6)
|}
|}
==References==
{{Reflist}}


[[Category:Game mechanics]]
[[Category:Game mechanics]]

Revision as of 22:58, October 2, 2018

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 and Super Smash Bros. 4. While it reads in the game data as an angle of 363° or 365° degrees, as well as 366° or 367° degrees in Smash 4, the game gives it a special treatment.

General properties

The autolink angle works differently for each of its possible angles, though all of them have the same purpose: to ensure opponents will stay trapped by certain multi-hitting moves that cause or require their users to move, almost always through the air. To accomplish this, they usually send opponents in the direction the attacker is moving, with some angles additionally pulling them towards the center of the hitbox that struck them. Examples of such moves where the angle manifests itself are Mario's Super Jump Punch and Falco's forward aerial. It is notably much more common in Smash 4 than Brawl, as many characters with multi-hitting aerial attacks have had these moves adjusted to include it.

The angle does not exist in the original Super Smash Bros. or Super Smash Bros. Melee; all attacks in these games have fixed angles, including those that received the autolink angle in later games. It is typically considered favorable for an attack to employ the autolink angle, as this allows it to connect more reliably and sometimes be used in more versatile ways than one that has a static, unchanging angle; this includes the ability to launch opponents downwards, which causes the autolink angle to be considered a form of unconventional meteor smash.

While not all moves that use autolink angles have set knockback, all of them except those with the 363° angle adjust launch speed using the attacker's distance and (if applicable) the opponent's position, allowing them to still link their hits properly regardless of the opponent's percent. However, hitstun is still determined by the numerical result of knockback, so autolink moves can have low launch speed and high hitstun, rather than them being directly proportional. In Smash 4, as most autolink moves are multi-hit aerial attacks, this trait can be taken advantage of for several kinds of combos, by dragging the opponent long distances down and landing before the non-autolinking hits come out, then hitting the opponent while in hitstun or locking them if the knockback inflicted is high enough to knock them down as they land. Greninja's up aerial is a well known move for exceling at these abilities, as it can be followed up from several moves and bring opponents down to the ground to extend combos farther. Alternatively, this can be done offstage to gimp them very effectively with autolink moves that deal high knockback, such as Luigi's Luigi Cyclone and Fox's forward aerial followed by a footstool jump, which usually take stocks even at very low percents if successful.

Autolink angles have been commonly misconceived as the reason for the first hits of certain multi-hit moves, particularly up specials such as Peach Parasol and Screw Attack, KOing opponents at unnaturally early percents when the attacker has high rage. This actually happens merely due to such moves' first hits usually having high set knockback in order to connect quickly into the other hits as the attacker rises in the air, therefore causing rage to have a much stronger effect on them; in fact, the two examples mentioned do not even have the autolink angle present in their first hits.

Types of autolink angles

363°

The 363° angle is the rarest autolink angle in both Brawl and Smash 4. 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 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.

365°

The 365° angle is the only autolink angle present in playable character moves in Brawl, and a relatively uncommon angle in Smash 4. 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 much stronger.

366°

The 366° angle was introduced in Smash 4, where it is by far the most common autolink angle, present in a majority of playable characters' aerial multi-hit moves. 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 in Smash 4, these factors make autolink moves with the 366° angle impossible to escape under most circumstances.

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. Examples of moves with this problem are Luigi's grounded Luigi Cyclone, which will pop opponents up and away from the rest of the move, and Greninja's up smash, which fails to connect the second hit against most characters on platforms.
  • 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.
  • Added in update 1.0.4, vertical launch speed has a cap of -1, equivalent to roughly 33.4 units of knockback fully downwards, so it cannot be lower than this value. This prevents a large part of autolink moves from dragging the opponent down too fast and thus turning into abnormally powerful meteor smashes; 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 falling or even some characters' regular maximum falling speeds.

367°

Introduced in Smash 4, the 367° angle is far less common than 366°, but still more so than 365°. It works similarly to 366° 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.[1] 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 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 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 366° angle would keep them close more effectively.

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 one and landing hits.

By characters

Character Move Angle Games
Bayonetta Witch Twist (hits 5-6) 366° Super Smash Bros. 4
Bowser Jr. Down aerial 365° (grounded)
366° (aerial)
Cloud Limit Blade Beam 367°
Cross Slash (hit 1)
Limit Cross Slash (hits 1-2) 366°
Dark Pit Up tilt (hit 2) 365°
Up smash (hit 1, clean)
Forward aerial 366°
Diddy Kong Dash attack (hit 2)
Dr. Mario Down aerial
Dr. Tornado (aerial)
Falco Neutral aerial 367°
Forward aerial 365°Super Smash Bros. Brawl
366°Super Smash Bros. 4
Super Smash Bros. BrawlSuper Smash Bros. 4
Fire Bird (hits 9-14) 365°
Fox Forward aerial 366° Super Smash Bros. 4
Greninja Up smash
Back aerial 365°
Up aerial 366°
King Dedede Up aerial
Kirby Forward aerial (hit 2)
Down aerial
Link Spin Attack (aerial, hits 1, 3 and 5)
Little Mac Neutral aerial
Rising Uppercut (hits 2-5)
Lucario Extreme Speed Attack 363°
Lucas Neutral aerial 367°
PK Thunder 2 (multi hits) 365°Super Smash Bros. Brawl
366°Super Smash Bros. 4
Super Smash Bros. BrawlSuper Smash Bros. 4
Luigi Luigi Cyclone 366° Super Smash Bros. 4
Mario Super Jump Punch (hits 5-6) 365° Super Smash Bros. BrawlSuper Smash Bros. 4
Mega Man Up smash (hits 2-6) 366° Super Smash Bros. 4
Back aerial
Meta Knight Up smash
Forward aerial (pre-1.0.4)
Back aerial
Mach Tornado
Drill Rush 365°Super Smash Bros. Brawl
366°Super Smash Bros. 4
Super Smash Bros. BrawlSuper Smash Bros. 4
Mr. Game & Watch Back aerial 366° Super Smash Bros. 4
Ness Down smash (hits 1-2)
Forward aerial
Palutena Up tilt
Neutral aerial
Up aerial
Black Hole Laser (black hole) 367°
Peach Up aerial 366°
Toad (hits 2-8)
Peach Parasol (hits 2-5) 365°Super Smash Bros. Brawl
366°Super Smash Bros. 4
Super Smash Bros. BrawlSuper Smash Bros. 4
Pikachu Back aerial 366° Super Smash Bros. 4
Pit Up tilt (hit 2) 365°
Up smash (hit 1, clean)
Forward aerial 366°
Robin Arcthunder
Rosalina & Luma Forward aerial (Rosalina's)
Roy Blazer (hits 2-4)
Ryu Up aerial 367°
Samus Up smash (hits 1, 3 and 4) 366°
Forward aerial
Screw Attack (aerial, hits 4-11)
Sheik Up aerial
Sonic Up tilt (hit 1, late) 365°
Toon Link Spin Attack (aerial, hits 1-3) 366°
Wolf Fire Wolf 365° Super Smash Bros. Brawl
Yoshi Back aerial 366° Super Smash Bros. 4
Zelda Up smash
Neutral aerial
Zero Suit Samus Boost Kick (hit 6)

References