9,071
edits
(→General properties: This fits better in the rage article (where it's already noted), since the paragraph's point is the opposite; autolinks are completely unrelated to early rage kills) |
(Checked Lucas' script viewer, the 366 and 367 angles have indeed been switched around) |
||
Line 21: | Line 21: | ||
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 is much stronger. | 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 is much stronger. | ||
===366°=== | ===367° (366° in ''Smash 4'')=== | ||
The | The 367° 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: | However, this angle still has some restrictions that, albeit avoidable, may prevent moves from connecting all hits: | ||
Line 29: | Line 29: | ||
*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. | *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°=== | ===366° (367° in ''Smash 4'')=== | ||
Introduced in ''Smash 4'', the | Introduced in ''Smash 4'', the 366° angle is far less common than 367°, 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 366° 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 367° angle would keep them close more effectively. | ||
==List of attacks that use the autolink angle== | ==List of attacks that use the autolink angle== |