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(Turns out Melee has a scaling range on the angle as well, albeit -extremely- small) |
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When hitting an aerial opponent in both Melee and Brawl the angle is simply 45 at all times. | The '''Sakurai angle''' is a special [[knockback]] angle programmed into certain attacks. 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. | ||
When hitting an aerial opponent in both ''[[Melee]]'' and ''[[Brawl]]'', the angle is simply 45 at all times. | |||
Against someone grounded, however, the angle depends on the amount of knockback. In Melee, the angle is 0 when the knockback is below 32 (0.96 launch speed), and is a 44 angle when 32.1 and above (0.963 LS). Between this extremely small range from 32 to 32.1 the angle transitions from 0 to 44. In Brawl, it is a 0 angle when it is below 60 (1.8 LS), and a 37 angle when it is 88 and higher (2.64 LS). Between 60 and 88 knockback, a far larger range compared to Melee's yet still relatively small, it quickly scales up from 0 to 37. As a point of reference, attacks will begin to induce tumble when the knockback is 80 or higher (2.4 LS), which in Brawl's case has an angle of around 27.68. | Against someone grounded, however, the angle depends on the amount of knockback. In Melee, the angle is 0 when the knockback is below 32 (0.96 launch speed), and is a 44 angle when 32.1 and above (0.963 LS). Between this extremely small range from 32 to 32.1 the angle transitions from 0 to 44. In Brawl, it is a 0 angle when it is below 60 (1.8 LS), and a 37 angle when it is 88 and higher (2.64 LS). Between 60 and 88 knockback, a far larger range compared to Melee's yet still relatively small, it quickly scales up from 0 to 37. As a point of reference, attacks will begin to induce tumble when the knockback is 80 or higher (2.4 LS), which in Brawl's case has an angle of around 27.68. | ||
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The Sakurai angle does not correctly tilt the impending [[angle indicator]]; it will remain at a flat angle. | The Sakurai angle does not correctly tilt the impending [[angle indicator]]; it will remain at a flat angle. | ||
While a grounded hit of a Sakurai angle-attack is technically a [[semi-spike]], it can never be used as one due to [[edge slip]]ping. | |||
The angle's name is derived from the fact that players noticed it can cause [[trip]]ping, even if the move has no natural trip chance; as [[Masahiro Sakurai]] is slightly infamous for making tripping existent in ''Brawl'' and the angle was first discovered in ''Brawl'', it is hence named after him. This is technically a misnomer, however: while it is true that the angle has an extra 11% chance of tripping, this applies to all attacks with horizontal angles and not just the Sakurai angle. | |||
The | The angle exists in ''[[SSB]]'', but its exact characteristics are currently unknown. |