Angle: Difference between revisions

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Generally, the definition of "away" versus "towards" is based on where the attacker and the opponent are positioned, not the hitboxes and hurtboxes involved. In ''[[SSB]]'' and ''Melee'', all attacks work this way, which results in some attacks being able to send opponents in unexpected directions; {{SSBM|Fox}}'s [[back air]] and {{SSBM|Captain Falcon}}'s [[Knee Smash]] in ''Melee'' are notable examples of cases where players intentionally try to land "reverse" hits for combo purposes. Likewise, throwing an item against an opponent too close to them might cause the hit to be registered from behind them, and thus launch them towards the attacker instead of away.
Generally, the definition of "away" versus "towards" is based on where the attacker and the opponent are positioned, not the hitboxes and hurtboxes involved. In ''[[SSB]]'' and ''Melee'', all attacks work this way, which results in some attacks being able to send opponents in unexpected directions; {{SSBM|Fox}}'s [[back air]] and {{SSBM|Captain Falcon}}'s [[Knee Smash]] in ''Melee'' are notable examples of cases where players intentionally try to land "reverse" hits for combo purposes. Likewise, throwing an item against an opponent too close to them might cause the hit to be registered from behind them, and thus launch them towards the attacker instead of away.


From ''Brawl'' onward, hitboxes can have a property known as an '''angle flipper''' set to them, which can determine whether the target is always set in the direction the attacker is facing (forward), or opposite to said direction (backward), among other variables. Otherwise, this direction is based on the attacker and target's positions as usual. In ''Brawl'', angle flippers were mainly used for throws, grab related hitboxes and projectiles, although a few normal attacks also used them. In ''[[Smash 4]]'', several more moves used angle flippers, namely various [[forward smash]]es always sending the target forward, and most [[back aerial]]s always launching them in the opposite direction they were initiated. They are also present on almost all [[pummel]]s and all [[edge attack]]s, which launch the target forward (this was also the case with pummels in ''Brawl''). In ''[[Ultimate]]'', angle flippers are even more widespread: all characters' entire [[neutral attack]]s, as well as almost all [[dash attack]]s, [[forward tilt]]s, forward smashes, and [[forward aerial]]s launch opponents forward, while all back aerials launch them backward (including those that did not in ''Smash 4''); the only exceptions are {{SSBU|King Dedede}}, {{SSBU|Mewtwo}}, and {{SSBU|Wii Fit Trainer}}'s dash attacks, {{SSBU|R.O.B.}}'s forward tilt and forward aerial, {{SSBU|Luigi}}'s forward smash and forward aerial, {{SSBU|Olimar}}'s forward aerial (except with Red Pikmin), and {{SSBU|Wario}}'s forward aerial.
From ''Brawl'' onward, hitboxes can have a property known as an '''angle flipper''' set to them, which can determine whether the target is always set in the direction the attacker is facing (forward), or opposite to said direction (backward), among other variables. Otherwise, this direction is based on the attacker and target's positions as usual. In ''Brawl'', angle flippers were mainly used for throws, grab related hitboxes and projectiles, although a few normal attacks also used them. In ''[[Smash 4]]'', several more moves used angle flippers, namely various [[forward smash]]es always sending the target forward, and most [[back aerial]]s always launching them in the opposite direction they were initiated. They are also present on almost all [[pummel]]s and all [[edge attack]]s, which launch the target forward (this was also the case with pummels in ''Brawl''). In ''[[Ultimate]]'', angle flippers are even more widespread: all characters' entire [[neutral attack]]s, as well as almost all [[dash attack]]s, [[forward tilt]]s, forward smashes, and [[forward aerial]]s launch opponents forward, while all back aerials launch them backward (including those that did not in ''SSB4''); the only exceptions are {{SSBU|King Dedede}}, {{SSBU|Mewtwo}}, and {{SSBU|Wii Fit Trainer}}'s dash attacks, {{SSBU|R.O.B.}}'s forward tilt and forward aerial, {{SSBU|Luigi}}'s forward smash and forward aerial, {{SSBU|Olimar}}'s forward aerial (except with Red Pikmin), and {{SSBU|Wario}} and {{SSBU|Corrin}}'s forward aerials.


Since angle flippers overall cause the behavior of a move's knockback to be more consistent, they tend to be beneficial for moves aimed on a specific direction. For example, forward tilts and forward smashes can ensure the opponent is sent in the desired direction and preserve the user's advantage state, instead of ending up in a position that is more difficult to capitalize on. On the other hand, they can be detrimental to certain moves with notable reach behind the user, such as [[Marth]]'s forward aerial and [[Ike]]'s forward smash, as the former's cannot be used for more unique followups if it hits from behind, while the latter is less effective for catching opponents near the edge attempting to jump over Ike. However, certain moves that hit around the user, more specifically multi-hitting ones, can benefit from angle flippers, allowing the user to more consistently determine the opponent's ending position after the final hit and either start and extend combos; notable examples of this are [[Bayonetta]]'s [[Witch Twist]], and {{SSBU|Palutena}}'s [[neutral aerial]] in ''Ultimate''.
Since angle flippers overall cause the behavior of a move's knockback to be more consistent, they tend to be beneficial for moves aimed on a specific direction. For example, forward tilts and forward smashes can ensure the opponent is sent in the desired direction and preserve the user's advantage state, instead of ending up in a position that is more difficult to capitalize on. On the other hand, they can be detrimental to certain moves with notable reach behind the user, such as [[Marth]]'s forward aerial and [[Ike]]'s forward smash, as the former's cannot be used for more unique followups if it hits from behind, while the latter is less effective for catching opponents near the edge attempting to jump over Ike. However, certain moves that hit around the user, more specifically multi-hitting ones, can benefit from angle flippers, allowing the user to more consistently determine the opponent's ending position after the final hit and either start and extend combos; notable examples of this are [[Bayonetta]]'s [[Witch Twist]], and {{SSBU|Pit}} and {{SSBU|Palutena}}'s [[neutral aerial]]s in ''Ultimate''.


==Special angles==
==Special angles==
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