Autolink angle: Difference between revisions

Some interesting mechanics involving position vectors that I found using the Duck Hunt smash attack glitch
(This should work)
(Some interesting mechanics involving position vectors that I found using the Duck Hunt smash attack glitch)
Line 36: Line 36:
Introduced in ''Ultimate'', the 368˚ angle is used in only a few moves, such as {{SSBU|Samus}}' [[up smash]] and [[Peach Parasol]], and appears to function as a mix between the 366° and 367° angles. Additionally, a new feature complementing autolink angles is the ability to set '''position vectors''' for moves, which causes the opponent to be launched towards a certain spot relative to the fighter that struck them, rather than the center of the hitbox itself. All hitboxes that use the 368° angle are accompanied by a position vector, but they can be used for any angle, autolink or not.
Introduced in ''Ultimate'', the 368˚ angle is used in only a few moves, such as {{SSBU|Samus}}' [[up smash]] and [[Peach Parasol]], and appears to function as a mix between the 366° and 367° angles. Additionally, a new feature complementing autolink angles is the ability to set '''position vectors''' for moves, which causes the opponent to be launched towards a certain spot relative to the fighter that struck them, rather than the center of the hitbox itself. All hitboxes that use the 368° angle are accompanied by a position vector, but they can be used for any angle, autolink or not.


Position vectors can be used for each hitbox individually, and their data consists of a character [[bone]], horizontal and vertical offsets from the bone, and the amount of frames it takes effect. When an opponent is struck by a hitbox with a position vector, a vector is applied towards the specified position, with a speed so that the opponent covers the necessary distance within the specified amount of frames (which can be a decimal amount); after this, the launch speed drops off rapidly. For example, the first hit of Samus' up smash launches opponents 4 units forward and 22 above her root position (the "top" bone) within 4 frames, then the second hit launches them 1 unit behind and 23 above within 10 frames, with the following hits pulling them progressively closer to her backside to match the move's arc. As a result, position vectors are especially effective in allowing multi-hit moves that change their hitbox placement between hits to connect reliably, which is not easily possible with an autolink angle alone. They are rarely used among the base roster, presumably due to the details of each one having to be programmed manually, but became increasingly common among DLC fighters.
Position vectors can be used for each hitbox individually, and their data consists of a character [[bone]], horizontal and vertical offsets from the bone, and the amount of frames it takes effect. When an opponent is struck by a hitbox with a position vector, a vector is applied towards the specified position, with a speed so that the opponent covers the necessary distance within the specified amount of frames (which can be a decimal amount); after this, the launch speed drops off rapidly. For example, the first hit of Samus' up smash launches opponents 4 units forward and 22 above her root position (the "top" bone) within 4 frames, then the second hit launches them 1 unit behind and 23 above within 10 frames, with the following hits pulling them progressively closer to her backside to match the move's arc. There is an absolute limit to how many units horizontally and vertically the function can pull an opponent, with the limit being much greater for horizontal distances than vertical ones, though in practice neither limit is likely to be reached without the use of glitches. As a result, position vectors are especially effective in allowing multi-hit moves that change their hitbox placement between hits to connect reliably, which is not easily possible with an autolink angle alone. They are rarely used among the base roster, presumably due to the details of each one having to be programmed manually, but became increasingly common among DLC fighters.


==List of attacks that use the autolink angle==
==List of attacks that use the autolink angle==
Line 894: Line 894:
**In the case of [[Toad]], this is due to the hitboxes being changed to [[projectile]]s that all have the same strength and keep opponents in [[hitlag]] to connect, instead of physical multi-hits that are simply coded to be [[reflect]]able.
**In the case of [[Toad]], this is due to the hitboxes being changed to [[projectile]]s that all have the same strength and keep opponents in [[hitlag]] to connect, instead of physical multi-hits that are simply coded to be [[reflect]]able.
*[[Lucas]]' PK Thunder 2 and [[Meta Knight]]'s Drill Rush in ''Ultimate'' use the highest amount of autolink angle types at once, with up to three.
*[[Lucas]]' PK Thunder 2 and [[Meta Knight]]'s Drill Rush in ''Ultimate'' use the highest amount of autolink angle types at once, with up to three.
*If a hitbox with a position vector uses [[set weight]], a glitch can occur if it hits an opponent and the move is interrupted before the autolink effect is finished, causing the opponent to continue flying at an unusually fast speed until they reach a [[blast line]] and get KO'd.[https://twitter.com/Ruben_dal/status/1134846731030597632] Prior to version {{SSBU|4.0.0}}, this issue affected [[Charizard]], [[Dark Samus]], [[Mii Gunner]], and [[Samus]]' up smashes, as well as [[Daisy]], [[Link]], and [[Peach]]'s up specials, which have since stopped using set weight on the respective hitboxes.
*If a hitbox with a position vector uses [[set weight]], a glitch can occur if it hits an opponent and the move is interrupted before the autolink effect is finished, causing the opponent to not decelerate as usual, and instead continue flying at full speed until they reach a [[blast line]] and get KO'd.[https://twitter.com/Ruben_dal/status/1134846731030597632] Prior to version {{SSBU|4.0.0}}, this issue affected [[Charizard]], [[Dark Samus]], [[Mii Gunner]], and [[Samus]]' up smashes, as well as [[Daisy]], [[Link]], and [[Peach]]'s up specials, which have since stopped using set weight on the respective hitboxes.
**A similar issue will occur if a position vector's pull causes an [[edge slipping|edge slip]], or a grounded bonk against a wall, but this can only be achieved via glitches.


==References==
==References==