Autolink angle: Difference between revisions
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[[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 ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]''. While it reads in the game data as an angle of 363° or 365° degrees, as well as 366° or 367° degrees | The '''autolink angle''' is a special [[knockback]] angle programmed into certain attacks in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]''. While it reads in the game data as an angle of 363° or 365° degrees, as well as 366° or 367° degrees from ''Smash 4'' onward, and 368° degrees in ''Ultimate'', the game gives it a special treatment. | ||
==General properties== | ==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 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'' and ''Ultimate'' than in ''Brawl'', as many characters with multi-hitting [[aerial attack]]s 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]]. | 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 [[lock]]ing them if the knockback inflicted is high enough to knock them down as they land. {{SSB4|Greninja}}'s [[up aerial]] | 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'' and ''Ultimate'', 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}} and {{SSBU|Joker}}'s [[up aerial]]s are well known moves for exceling at these abilities, as they 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 in ''Smash 4'', {{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. | ||
In ''Smash 4'', 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 lack the autolink angle entirely in their first hits. | In ''Smash 4'', 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 lack the autolink angle entirely in their first hits. | ||
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==Types of autolink angles== | ==Types of autolink angles== | ||
===363°=== | ===363°=== | ||
The 363° angle is the rarest autolink angle in | The 363° angle is the rarest autolink angle in all three games that feature them. 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. ''Ultimate'' is the only game where the angle is used in characters' base movesets, being present in {{SSBU|Duck Hunt}}'s up aerial, {{SSBU|Lucas}}' down aerial and [[PK Thunder 2]], [[Drill Rush]], and [[Skyward Slash Dash]]. | ||
===365°=== | ===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 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'' and ''Ultimate''. 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. | ||
===367° (366° in ''Smash 4'')=== | ===367° (366° in ''Smash 4'')=== | ||
The 367° angle was introduced in ''Smash 4'', | The 367° angle was introduced in ''Smash 4'', and is present in a majority of playable characters' aerial multi-hit moves, being by far the most common autolink angle in ''Smash 4'' and ''Ultimate''. 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 from ''Smash 4'' onward, 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: | ||
*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. | *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. | *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. | ||
* | *Since update [[1.0.4]] in ''Smash 4'', and in ''Ultimate'', vertical launch speed has a lower cap of -1, equivalent to roughly 33.4 units of knockback fully downwards, so it cannot be below 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. | ||
===366° (367° in ''Smash 4'')=== | ===366° (367° in ''Smash 4'')=== | ||
Introduced in ''Smash 4'', the 366° angle is far less common than 367°, but still more so than 365°. It works similarly to | Introduced in ''Smash 4'', the 366° angle is far less common than 367°, but still more so than 365°. It works similarly to 367° 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. | ||
===368˚=== | ===368˚=== | ||
Introduced in ''Ultimate'', the 368˚ angle is the | Introduced in ''Ultimate'', the 368˚ angle is used in only a few moves, such as {{SSBU|Samus}}' [[up smash]] and [[Peach Parasol]]. Although its technical specifications are not fully known yet, its basic function is launching opponents towards a certain position that can be indicated by the move, such as above the user in the aforementioned moves' cases; because of this, it is more effective for multi-hit moves that change their hitbox placement between hits. | ||
==List of attacks that use the autolink angle== | ==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 and landing hits. As mentioned above, moves listed as using a 367° angle use a 366° angle in ''Smash 4'', and vice versa. | |||
For moves without any specification, the autolink angle is present in all their hits except the final | |||
===By characters=== | ===By characters=== | ||
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|- | |- | ||
|rowspan=2|[[Banjo & Kazooie]] | |rowspan=2|[[Banjo & Kazooie]] | ||
|[[ | |[[Up smash]] (hits 2-7) | ||
| | |367° | ||
|rowspan=2|{{GameIcon|SSBU}} | |rowspan=2|{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Back aerial]] | |[[Back aerial]] | ||
| | |367° (aerial)<br>366° (grounded) | ||
|- | |- | ||
|[[Bayonetta]] | |[[Bayonetta]] | ||
|[[Witch Twist]] (hits 5-6) | |[[Witch Twist]] (hits 5-6) | ||
|rowspan=2|367° | |||
|rowspan=2|{{GameIcon|SSB4}} | |{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |||
|[[Bowser]] | |||
|[[Whirling Fortress]] (aerial) | |||
|{{GameIcon|SSBU}} | |||
|- | |- | ||
|[[Bowser Jr.]] | |[[Bowser Jr.]] | ||
|Down aerial | |[[Down aerial]] | ||
|365° (grounded)<br> | |365° (grounded)<br>367° (aerial) | ||
|{{GameIcon|SSB4}} | |||
|- | |- | ||
|[[Charizard]] | |rowspan=3|[[Charizard]] | ||
|Up smash | |Up smash | ||
|368° | |368° | ||
|{{GameIcon|SSBU}} | |||
|- | |||
|[[Mega Charizard X]] (Dragon Rush) | |||
|367° | |||
|rowspan=2|{{GameIcon|SSB4}} | |||
|- | |||
|Mega Charizard X (Fire Blast) | |||
|rowspan=4|366° | |||
|- | |||
|[[Chrom]] | |||
|[[Soaring Slash]] (hits 2-3) | |||
|{{GameIcon|SSBU}} | |{{GameIcon|SSBU}} | ||
|- | |- | ||
|rowspan=3|[[Cloud]] | |rowspan=3|[[Cloud]] | ||
|Limit [[Blade Beam]] | |Limit [[Blade Beam]] | ||
|rowspan= | |rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Cross Slash]] (hit 1) | |[[Cross Slash]] (hit 1) | ||
|- | |- | ||
|Limit Cross Slash (hits 1-2) | |Limit Cross Slash (hits 1-2) | ||
| | |367° | ||
|- | |||
|rowspan=2|[[Daisy]] | |||
|[[Up aerial]] | |||
|367° | |||
|rowspan=2|{{GameIcon|SSBU}} | |||
|- | |||
|[[Daisy Parasol]] | |||
|368° (hit 1)<br>367° (hits 2-5) | |||
|- | |- | ||
|rowspan=3|[[Dark Pit]] | |rowspan=3|[[Dark Pit]] | ||
|Up tilt (hit 2) | |[[Up tilt]] (hit 2) | ||
|rowspan= | |365° | ||
|rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |- | ||
|Up smash (hit 1, clean) | |Up smash (hit 1, clean) | ||
|365°{{GameIcon|SSB4}}{{GameIcon|SSBU}}<br>367°{{GameIcon|SSBU}} | |||
|- | |- | ||
|Forward aerial | |[[Forward aerial]] | ||
| | |367° | ||
|- | |- | ||
|rowspan= | |rowspan=4|[[Dark Samus]] | ||
|Up smash | |Up smash | ||
|rowspan= | |368° | ||
|rowspan=4|{{GameIcon|SSBU}} | |||
|- | |- | ||
|Forward aerial | |Forward aerial | ||
|rowspan=2|367° | |||
|- | |||
|Up aerial | |||
|- | |- | ||
|[[ | |[[Phazon Laser]] (starting windbox) | ||
|366° | |||
|- | |- | ||
|[[Diddy Kong]] | |[[Diddy Kong]] | ||
|Dash attack (hit 2) | |Dash attack (hit 2) | ||
| | |367° | ||
|{{GameIcon|SSB4}} | |||
|- | |||
|[[Donkey Kong]] | |||
|[[Spinning Kong]] | |||
|366° (grounded, hit 1)<br>367° | |||
|{{GameIcon|SSBU}} | |||
|- | |- | ||
|rowspan=2|[[Dr. Mario]] | |rowspan=2|[[Dr. Mario]] | ||
| | |Down aerial | ||
|rowspan=2|367° | |||
|{{GameIcon|SSB4}} | |||
|- | |- | ||
|[[Dr. Tornado]] (aerial) | |[[Dr. Tornado]] (aerial only {{GameIcon|SSB4}}) | ||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |||
|[[Duck Hunt]] | |||
|Up aerial (hit 2) | |||
|363° | |||
|{{GameIcon|SSBU}} | |||
|- | |- | ||
|rowspan=3|[[Falco]] | |rowspan=3|[[Falco]] | ||
|Neutral aerial | |[[Neutral aerial]] | ||
| | |366° | ||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |- | ||
|Forward aerial | |Forward aerial | ||
|365°{{GameIcon|SSBB}}<br> | |365°{{GameIcon|SSBB}}<br>367°{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|rowspan=2|{{GameIcon|SSBB}}{{GameIcon|SSB4}} | |rowspan=2|{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Fire Bird]] (hits 9-14) | |[[Fire Bird]] (hits 9-14) | ||
|365° | |365°{{GameIcon|SSBB}}{{GameIcon|SSB4}}<br>367°{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Fox]] | |[[Fox]] | ||
|[[Forward aerial]] | |[[Forward aerial]] | ||
|rowspan=2| | |rowspan=2|367° | ||
|rowspan=4|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |rowspan=4|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
|rowspan= | |rowspan=4|[[Greninja]] | ||
|Up smash | |Up smash | ||
|- | |- | ||
|Back aerial | |Back aerial | ||
|365° (hits 1-2{{GameIcon|SSB4}}, hit 2{{GameIcon|SSBU}})<br>367° (hit 1){{GameIcon|SSBU}} | |||
|- | |||
|Up aerial | |||
|367° | |||
|- | |||
|[[Secret Ninja Attack]] (trap) | |||
|366° | |||
|rowspan=5|{{GameIcon|SSBU}} | |||
|- | |||
|rowspan=4|[[Hero]] | |||
|[[Swoosh]] | |||
|367° | |||
|- | |||
|[[Kaboom]] (windbox) | |||
|rowspan=3|366° | |||
|- | |||
|[[Magic Burst]] (hits 1-2) | |||
|- | |||
|[[Thwack]] | |||
|- | |||
|[[Ike]] | |||
|[[Aether]] (hits 4-5) | |||
|rowspan=8|367° | |||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |||
|[[Incineroar]] | |||
|[[Max Malicious Moonsault]] (trap) | |||
|rowspan=10|{{GameIcon|SSBU}} | |||
|- | |||
|[[Inkling]] | |||
|Up aerial | |||
|- | |||
|rowspan=2|[[Ivysaur]] | |||
|Neutral aerial | |||
|- | |||
|[[Triple Finish]] (Solar Beam) | |||
|- | |||
|rowspan=4|[[Joker]] | |||
|Up tilt | |||
|- | |||
|Forward aerial | |||
|- | |||
|Up aerial | |||
|- | |||
|[[Gun]] and Gun Special (grounded, jump) | |||
|365° | |365° | ||
|- | |- | ||
|rowspan= | |rowspan=2|[[Ken]] | ||
| | |[[Shippu Jinraikyaku]] | ||
|365° (hit 1)<br>367° (hits 7-11) | |||
|- | |- | ||
|[[ | |[[Shinryuken]] | ||
| | |366° (windboxes)<br>367° (geyser) | ||
|- | |- | ||
|[[King Dedede]] | |[[King Dedede]] | ||
|rowspan= | |Up aerial | ||
|rowspan= | |rowspan=9|367° | ||
|rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |- | ||
|rowspan= | |rowspan=3|[[Kirby]] | ||
|Forward aerial (hit 2) | |Forward aerial (hit 2) | ||
|- | |- | ||
|Down aerial | |Down aerial | ||
|- | |- | ||
|[[Link]] | |[[Ultra Sword]] | ||
|rowspan=2|{{GameIcon|SSBU}} | |||
|- | |||
|rowspan=2|[[Link]] | |||
|Forward aerial | |||
|- | |||
|[[Spin Attack]] (aerial, hits 1, 3 and 5) | |[[Spin Attack]] (aerial, hits 1, 3 and 5) | ||
|rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |- | ||
|rowspan=2|[[Little Mac]] | |rowspan=2|[[Little Mac]] | ||
Line 152: | Line 246: | ||
|[[Rising Uppercut]] (hits 2-5) | |[[Rising Uppercut]] (hits 2-5) | ||
|- | |- | ||
|[[Lucario]] | |rowspan=4|[[Lucario]] | ||
|Down aerial | |||
|{{GameIcon|SSBU}} | |||
|- | |||
|[[Snaring Aura Sphere]] (windbox) | |||
|366° | |||
|rowspan=2|{{GameIcon|SSB4}} | |||
|- | |||
|[[Extreme Speed Attack]] | |[[Extreme Speed Attack]] | ||
|363° | |363° | ||
|- | |- | ||
|rowspan= | |[[Aura Storm]] | ||
|366° | |||
|{{GameIcon|SSBU}} | |||
|- | |||
|rowspan=3|[[Lucas]] | |||
|Neutral aerial | |Neutral aerial | ||
| | |366° | ||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |||
|Down aerial | |||
|363° | |||
|{{GameIcon|SSBU}} | |||
|- | |- | ||
|[[PK Thunder]] | |[[PK Thunder 2]] | ||
|365°{{GameIcon|SSBB}}<br>366°{{GameIcon| | |363°{{GameIcon|SSBU}}<br>365°{{GameIcon|SSBB}}<br>367°{{GameIcon|SSB4}}{{GameIcon|SSBU}}<br>366°{{GameIcon|SSBU}} | ||
|{{GameIcon|SSBB}}{{GameIcon|SSB4}} | |{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Luigi]] | |[[Luigi]] | ||
|[[Luigi Cyclone]] | |[[Luigi Cyclone]] | ||
| | |367° | ||
|{{GameIcon|SSB4}} | |{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Mario]] | |[[Mario]] | ||
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|rowspan=2|[[Mega Man]] | |rowspan=2|[[Mega Man]] | ||
|Up smash (hits 2-6) | |Up smash (hits 2-6) | ||
| | |366°{{GameIcon|SSBU}}<br>367°{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|rowspan= | |rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
|Back aerial | |Back aerial | ||
|367° | |||
|- | |- | ||
|rowspan= | |rowspan=6|[[Meta Knight]] | ||
|Up smash | |Up smash | ||
|366°{{GameIcon|SSBU}}<br>367° {{GameIcon|SSB4}} | |||
|- | |- | ||
|Forward aerial | |Forward aerial | ||
|rowspan=3|367° | |||
|<ref>Present in ''Smash 4'' prior to update [[1.0.4]]</ref>{{GameIcon|SSBU}} | |||
|- | |- | ||
|Back aerial | |Back aerial | ||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |- | ||
|[[Mach Tornado]] | |[[Mach Tornado]] | ||
|{{GameIcon|SSB4}} | |||
|- | |- | ||
|[[Drill Rush]] | |[[Drill Rush]] | ||
|365°{{GameIcon|SSBB}}<br>366°{{GameIcon|SSB4}} | |363°{{GameIcon|SSBU}}<br>365°{{GameIcon|SSBB}}{{GameIcon|SSBU}}<br>367°{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|{{GameIcon| | |{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |||
|[[Darkness Illusion]] | |||
|366° | |||
|rowspan=3|{{GameIcon|SSBU}} | |||
|- | |||
|rowspan=2|[[Mewtwo]] | |||
|Up smash (hit 1) | |||
|368° | |||
|- | |||
|Neutral aerial | |||
|rowspan=2|367° | |||
|- | |||
|rowspan=7|[[Mii Brawler]] | |||
|Forward aerial | |||
|{{GameIcon|SSB4}} | |||
|- | |||
|[[Flashing Mach Punch]] | |||
|366° | |||
|{{GameIcon|SSBU}} | |||
|- | |||
|[[Onslaught]] (hits 1-3{{GameIcon|SSB4}}, 3-6{{GameIcon|SSBU}}) | |||
|rowspan=4|367° | |||
|rowspan=2|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |||
|[[Helicopter Kick]] | |||
|- | |||
|[[Piston Punch]] (hits 2-7) | |||
|{{GameIcon|SSB4}} | |||
|- | |||
|[[Thrust Uppercut]] (hits 2-5) | |||
|rowspan=2|{{GameIcon|SSBU}} | |||
|- | |||
|[[Omega Blitz]] | |||
|366° | |||
|- | |||
|[[Mii Gunner]] | |||
|Up aerial | |||
|rowspan=4|367° | |||
|rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |||
|rowspan=6|[[Mii Swordfighter]] | |||
|Up smash (hit 2) | |||
|- | |||
|Forward aerial | |||
|- | |||
|[[Blurring Blade]] (hit 5) | |||
|{{GameIcon|SSB4}} | |||
|- | |||
|[[Skyward Slash Dash]] (hits 2-6) | |||
|363°{{GameIcon|SSBU}}<br>367°{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|rowspan=2|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |||
|[[Hero's Spin]] (aerial, hits 1, 3 and 5) | |||
|367° | |||
|- | |||
|[[Power Thrust]] (aerial against grounded opponents) | |||
|365° | |||
|rowspan=2|{{GameIcon|SSBU}} | |||
|- | |||
|rowspan=2|[[Mr. Game & Watch]] | |||
|Neutral aerial | |||
|rowspan=4|367° | |||
|- | |- | ||
|Back aerial | |Back aerial | ||
|rowspan= | |rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
|rowspan= | |rowspan=3|[[Ness]] | ||
|Down smash (hits 1-2) | |Down smash (hits 1-2) | ||
|- | |- | ||
|Forward aerial | |Forward aerial | ||
|- | |||
|Up aerial | |||
|366° | |||
|{{GameIcon|SSBU}} | |||
|- | |- | ||
|rowspan=4|[[Palutena]] | |rowspan=4|[[Palutena]] | ||
|Up tilt | |Up tilt | ||
|rowspan=3|367° | |||
|rowspan=5|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |- | ||
|Neutral aerial | |Neutral aerial | ||
Line 212: | Line 394: | ||
|- | |- | ||
|[[Black Hole Laser]] (black hole) | |[[Black Hole Laser]] (black hole) | ||
| | |366° | ||
|- | |- | ||
|rowspan=3|[[Peach]] | |rowspan=3|[[Peach]] | ||
|Up aerial | |Up aerial | ||
|rowspan=2| | |rowspan=2|367° | ||
|- | |- | ||
|[[Toad]] (hits 2-8) | |[[Toad]] (hits 2-8) | ||
|{{GameIcon|SSB4}} | |||
|- | |- | ||
|[[Peach Parasol]] (hits 2-5) | |[[Peach Parasol]] | ||
|368° (hit 1){{GameIcon|SSBU}}<br>365° (hits 2-5){{GameIcon|SSBB}}<br>367° (hits 2-5){{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|{{GameIcon|SSBB}}{{GameIcon|SSB4}} | |{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |||
|rowspan=4|[[Pichu]] | |||
|Forward smash | |||
|rowspan=2|366° | |||
|rowspan=5|{{GameIcon|SSBU}} | |||
|- | |||
|Forward aerial | |||
|- | |- | ||
|Back aerial | |Back aerial | ||
|367° | |||
|- | |||
|[[Volt Tackle]] (loop) | |||
|366° | |366° | ||
|rowspan=4|{{GameIcon| | |- | ||
|rowspan=3|[[Pikachu]] | |||
|Neutral aerial | |||
|rowspan=2|367° | |||
|- | |||
|Back aerial | |||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |||
|Volt Tackle (loop) | |||
|rowspan=2|366° | |||
|rowspan=4|{{GameIcon|SSBU}} | |||
|- | |||
|rowspan=3|[[Piranha Plant]] | |||
|[[Forward tilt]] | |||
|- | |||
|Neutral aerial | |||
|rowspan=2|367° | |||
|- | |||
|[[Piranhacopter]] (hits 2-8) | |||
|- | |- | ||
|rowspan=3|[[Pit]] | |rowspan=3|[[Pit]] | ||
|Up tilt (hit 2) | |Up tilt (hit 2) | ||
|rowspan= | |365° | ||
|rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |- | ||
|Up smash (hit 1, clean) | |Up smash (hit 1, clean) | ||
|365°{{GameIcon|SSB4}}{{GameIcon|SSBU}}<br>367°{{GameIcon|SSBU}} | |||
|- | |- | ||
|Forward aerial | |Forward aerial | ||
|rowspan= | |rowspan=9|367° | ||
|- | |||
|[[R.O.B.]] | |||
|[[Arm Rotor]] | |||
|rowspan=5|{{GameIcon|SSBU}} | |||
|- | |||
|rowspan=3|[[Richter]] | |||
|[[Dash attack]] | |||
|- | |- | ||
|Neutral aerial | |Neutral aerial | ||
| | |- | ||
| | |[[Uppercut]] (hits 2-5) | ||
|- | |||
|[[Ridley]] | |||
|Forward aerial | |||
|- | |- | ||
|[[Robin]] | |[[Robin]] | ||
|[[Arcthunder]] | |[[Arcthunder]] | ||
| | |{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Rosalina & Luma]] | |[[Rosalina & Luma]] | ||
|Forward aerial (Rosalina's) | |Forward aerial (Rosalina's) | ||
|{{GameIcon|SSB4}} | |||
|- | |- | ||
|[[Roy]] | |rowspan=2|[[Roy]] | ||
|[[Blazer]] (hits 2-4) | |[[Blazer]] (hits 2-4) | ||
|rowspan=7|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |- | ||
|[[Ryu]] | |[[Critical Hit]] | ||
|rowspan=3|366° | |||
|- | |||
|rowspan=3|[[Ryu]] | |||
|Up aerial | |Up aerial | ||
|- | |||
|[[Shinku Hadoken]] | |||
|- | |||
|[[Shin Shoryuken]] (hit 2) | |||
|367° | |367° | ||
|- | |- | ||
|rowspan= | |rowspan=5|[[Samus]] | ||
|Up smash (hits 1, 3 and 4) | |Up smash (hits 1, 3 and 4) | ||
|rowspan= | |rowspan=3|367° | ||
|- | |- | ||
|Forward aerial | |Forward aerial | ||
|- | |||
|Up aerial | |||
|{{GameIcon|SSBU}} | |||
|- | |||
|[[Zero Laser]] (starting windbox) | |||
|366° | |||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |- | ||
|[[Screw Attack]] (aerial, hits 4-11) | |[[Screw Attack]] (aerial, hits 4-11) | ||
|rowspan=6|367° | |||
|{{GameIcon|SSB4}} | |||
|- | |- | ||
|[[Sheik]] | |[[Sheik]] | ||
|Up aerial | |Up aerial | ||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |||
|rowspan=3|[[Simon]] | |||
|Dash attack | |||
|rowspan=4|{{GameIcon|SSBU}} | |||
|- | |||
|Neutral aerial | |||
|- | |||
|Uppercut (hits 2-5) | |||
|- | |- | ||
|[[ | |[[Snake]] | ||
|Neutral aerial | |Neutral aerial | ||
|- | |- | ||
|rowspan=2|[[Sonic]] | |rowspan=2|[[Sonic]] | ||
|Up tilt (hit 1, late) | |Up tilt (hit 1, late) | ||
|365° | |365° | ||
|rowspan= | |{{GameIcon|SSB4}} | ||
|- | |||
|Forward aerial | |||
|rowspan=3|367° | |||
|rowspan=3|{{GameIcon|SSBU}} | |||
|- | |- | ||
| | |[[Squirtle]] | ||
| | |[[Waterfall]] | ||
| | |- | ||
|[[Terry]] | |||
|[[Rising Tackle]] (hits 2-4 (normal), 2-8 (charged)) | |||
|- | |- | ||
|[[Toon Link]] | |[[Toon Link]] | ||
| | |Spin Attack (aerial, hits 1-3) | ||
| | |367° | ||
|{{GameIcon|SSB4}} | |{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Wolf]] | |[[Wolf]] | ||
|[[Fire Wolf]] | |[[Fire Wolf]] | ||
|365° | |365°{{GameIcon|SSBB}}<br>367°{{GameIcon|SSBU}} | ||
|{{GameIcon|SSBB}} | |{{GameIcon|SSBB}}{{GameIcon|SSBU}} | ||
|- | |- | ||
|[[Yoshi]] | |rowspan=2|[[Yoshi]] | ||
|Back aerial | |Back aerial | ||
|rowspan= | |rowspan=8|367° | ||
|rowspan= | |{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|- | |||
|Down aerial | |||
|rowspan=3|{{GameIcon|SSBU}} | |||
|- | |||
|rowspan=2|[[Young Link]] | |||
|Forward aerial | |||
|- | |||
|Spin Attack (aerial, hits 1, 3 and 5) | |||
|- | |- | ||
|rowspan=2|[[Zelda]] | |rowspan=2|[[Zelda]] | ||
|Up smash | |Up smash | ||
|{{GameIcon|SSB4}}{{GameIcon|SSBU}} | |||
|- | |- | ||
|Neutral aerial | |Neutral aerial | ||
||{{GameIcon|SSB4}} | |||
|- | |||
|rowspan=2|[[Zero Suit Samus]] | |||
|[[Plasma Whip]] (aerial, hit 1) | |||
|{{GameIcon|SSBU}} | |||
|- | |- | ||
|[[Boost Kick]] (hit 6{{GameIcon|SSB4}}, hits 2-5{{GameIcon|SSBU}}) | |||
|[[Boost Kick]] (hit 6) | |{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
|} | |} | ||
Revision as of 00:50, December 28, 2019
The autolink angle is a special knockback angle programmed into certain attacks in Super Smash Bros. Brawl, Super Smash Bros. 4 and Super Smash Bros. Ultimate. While it reads in the game data as an angle of 363° or 365° degrees, as well as 366° or 367° degrees from Smash 4 onward, and 368° degrees in Ultimate, 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 and Ultimate than in 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 and Ultimate, 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 and Joker's up aerials are well known moves for exceling at these abilities, as they 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 in Smash 4, 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.
In Smash 4, 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 lack the autolink angle entirely in their first hits.
Types of autolink angles
363°
The 363° angle is the rarest autolink angle in all three games that feature them. 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. Ultimate is the only game where the angle is used in characters' base movesets, being present in Duck Hunt's up aerial, Lucas' down aerial and PK Thunder 2, Drill Rush, and Skyward Slash Dash.
365°
The 365° angle is the only autolink angle present in playable character moves in Brawl, and a relatively uncommon angle in Smash 4 and Ultimate. 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.
367° (366° in Smash 4)
The 367° angle was introduced in Smash 4, and is present in a majority of playable characters' aerial multi-hit moves, being by far the most common autolink angle in Smash 4 and Ultimate. 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 from Smash 4 onward, 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.
- Since update 1.0.4 in Smash 4, and in Ultimate, vertical launch speed has a lower cap of -1, equivalent to roughly 33.4 units of knockback fully downwards, so it cannot be below 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.
366° (367° in Smash 4)
Introduced in Smash 4, the 366° angle is far less common than 367°, but still more so than 365°. It works similarly to 367° 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 367° angle would keep them close more effectively.
368˚
Introduced in Ultimate, the 368˚ angle is used in only a few moves, such as Samus' up smash and Peach Parasol. Although its technical specifications are not fully known yet, its basic function is launching opponents towards a certain position that can be indicated by the move, such as above the user in the aforementioned moves' cases; because of this, it is more effective for multi-hit moves that change their hitbox placement between hits.
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 and landing hits. As mentioned above, moves listed as using a 367° angle use a 366° angle in Smash 4, and vice versa.
By characters
Character | Move | Angle | Games |
---|---|---|---|
Banjo & Kazooie | Up smash (hits 2-7) | 367° | |
Back aerial | 367° (aerial) 366° (grounded) | ||
Bayonetta | Witch Twist (hits 5-6) | 367° | |
Bowser | Whirling Fortress (aerial) | ||
Bowser Jr. | Down aerial | 365° (grounded) 367° (aerial) |
|
Charizard | Up smash | 368° | |
Mega Charizard X (Dragon Rush) | 367° | ||
Mega Charizard X (Fire Blast) | 366° | ||
Chrom | Soaring Slash (hits 2-3) | ||
Cloud | Limit Blade Beam | ||
Cross Slash (hit 1) | |||
Limit Cross Slash (hits 1-2) | 367° | ||
Daisy | Up aerial | 367° | |
Daisy Parasol | 368° (hit 1) 367° (hits 2-5) | ||
Dark Pit | Up tilt (hit 2) | 365° | |
Up smash (hit 1, clean) | 365° 367° | ||
Forward aerial | 367° | ||
Dark Samus | Up smash | 368° | |
Forward aerial | 367° | ||
Up aerial | |||
Phazon Laser (starting windbox) | 366° | ||
Diddy Kong | Dash attack (hit 2) | 367° | |
Donkey Kong | Spinning Kong | 366° (grounded, hit 1) 367° |
|
Dr. Mario | Down aerial | 367° | |
Dr. Tornado (aerial only ) | |||
Duck Hunt | Up aerial (hit 2) | 363° | |
Falco | Neutral aerial | 366° | |
Forward aerial | 365° 367° |
||
Fire Bird (hits 9-14) | 365° 367° | ||
Fox | Forward aerial | 367° | |
Greninja | Up smash | ||
Back aerial | 365° (hits 1-2, hit 2) 367° (hit 1) | ||
Up aerial | 367° | ||
Secret Ninja Attack (trap) | 366° | ||
Hero | Swoosh | 367° | |
Kaboom (windbox) | 366° | ||
Magic Burst (hits 1-2) | |||
Thwack | |||
Ike | Aether (hits 4-5) | 367° | |
Incineroar | Max Malicious Moonsault (trap) | ||
Inkling | Up aerial | ||
Ivysaur | Neutral aerial | ||
Triple Finish (Solar Beam) | |||
Joker | Up tilt | ||
Forward aerial | |||
Up aerial | |||
Gun and Gun Special (grounded, jump) | 365° | ||
Ken | Shippu Jinraikyaku | 365° (hit 1) 367° (hits 7-11) | |
Shinryuken | 366° (windboxes) 367° (geyser) | ||
King Dedede | Up aerial | 367° | |
Kirby | Forward aerial (hit 2) | ||
Down aerial | |||
Ultra Sword | |||
Link | Forward aerial | ||
Spin Attack (aerial, hits 1, 3 and 5) | |||
Little Mac | Neutral aerial | ||
Rising Uppercut (hits 2-5) | |||
Lucario | Down aerial | ||
Snaring Aura Sphere (windbox) | 366° | ||
Extreme Speed Attack | 363° | ||
Aura Storm | 366° | ||
Lucas | Neutral aerial | 366° | |
Down aerial | 363° | ||
PK Thunder 2 | 363° 365° 367° 366° |
||
Luigi | Luigi Cyclone | 367° | |
Mario | Super Jump Punch (hits 5-6) | 365° | |
Mega Man | Up smash (hits 2-6) | 366° 367° |
|
Back aerial | 367° | ||
Meta Knight | Up smash | 366° 367° | |
Forward aerial | 367° | [2] | |
Back aerial | |||
Mach Tornado | |||
Drill Rush | 363° 365° 367° |
||
Darkness Illusion | 366° | ||
Mewtwo | Up smash (hit 1) | 368° | |
Neutral aerial | 367° | ||
Mii Brawler | Forward aerial | ||
Flashing Mach Punch | 366° | ||
Onslaught (hits 1-3, 3-6) | 367° | ||
Helicopter Kick | |||
Piston Punch (hits 2-7) | |||
Thrust Uppercut (hits 2-5) | |||
Omega Blitz | 366° | ||
Mii Gunner | Up aerial | 367° | |
Mii Swordfighter | Up smash (hit 2) | ||
Forward aerial | |||
Blurring Blade (hit 5) | |||
Skyward Slash Dash (hits 2-6) | 363° 367° |
||
Hero's Spin (aerial, hits 1, 3 and 5) | 367° | ||
Power Thrust (aerial against grounded opponents) | 365° | ||
Mr. Game & Watch | Neutral aerial | 367° | |
Back aerial | |||
Ness | Down smash (hits 1-2) | ||
Forward aerial | |||
Up aerial | 366° | ||
Palutena | Up tilt | 367° | |
Neutral aerial | |||
Up aerial | |||
Black Hole Laser (black hole) | 366° | ||
Peach | Up aerial | 367° | |
Toad (hits 2-8) | |||
Peach Parasol | 368° (hit 1) 365° (hits 2-5) 367° (hits 2-5) |
||
Pichu | Forward smash | 366° | |
Forward aerial | |||
Back aerial | 367° | ||
Volt Tackle (loop) | 366° | ||
Pikachu | Neutral aerial | 367° | |
Back aerial | |||
Volt Tackle (loop) | 366° | ||
Piranha Plant | Forward tilt | ||
Neutral aerial | 367° | ||
Piranhacopter (hits 2-8) | |||
Pit | Up tilt (hit 2) | 365° | |
Up smash (hit 1, clean) | 365° 367° | ||
Forward aerial | 367° | ||
R.O.B. | Arm Rotor | ||
Richter | Dash attack | ||
Neutral aerial | |||
Uppercut (hits 2-5) | |||
Ridley | Forward aerial | ||
Robin | Arcthunder | ||
Rosalina & Luma | Forward aerial (Rosalina's) | ||
Roy | Blazer (hits 2-4) | ||
Critical Hit | 366° | ||
Ryu | Up aerial | ||
Shinku Hadoken | |||
Shin Shoryuken (hit 2) | 367° | ||
Samus | Up smash (hits 1, 3 and 4) | 367° | |
Forward aerial | |||
Up aerial | |||
Zero Laser (starting windbox) | 366° | ||
Screw Attack (aerial, hits 4-11) | 367° | ||
Sheik | Up aerial | ||
Simon | Dash attack | ||
Neutral aerial | |||
Uppercut (hits 2-5) | |||
Snake | Neutral aerial | ||
Sonic | Up tilt (hit 1, late) | 365° | |
Forward aerial | 367° | ||
Squirtle | Waterfall | ||
Terry | Rising Tackle (hits 2-4 (normal), 2-8 (charged)) | ||
Toon Link | Spin Attack (aerial, hits 1-3) | 367° | |
Wolf | Fire Wolf | 365° 367° |
|
Yoshi | Back aerial | 367° | |
Down aerial | |||
Young Link | Forward aerial | ||
Spin Attack (aerial, hits 1, 3 and 5) | |||
Zelda | Up smash | ||
Neutral aerial | |||
Zero Suit Samus | Plasma Whip (aerial, hit 1) | ||
Boost Kick (hit 6, hits 2-5) |
References
- ^ An example of the behavior of the 366° angle
- ^ Present in Smash 4 prior to update 1.0.4