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 Brawl and Smash 4. While it reads in the game data as an angle of 362, 365, 366, or 367 degrees, the game treats it rather differently - instead, targets are sent in whatever direction the attacker is moving.

The primary use of the angle is to ensure that enemies will stay trapped by certain multi-hitting moves that cause or require their users to move, almost always through the air; the angle manifests itself in the likes of Super Jump Punch, as well as a sizable quantity of multi-hitting aerial attacks.

The angle does not exist in Smash 64 or Melee; attacks with the angle in Brawl have fixed angles in the other two games. The angle is notably much more common in Smash 4 than Brawl, as many characters possessing multi-hitting aerial attacks had these moves adjusted to include it. It is typically considered favorable for an attack to employ the autolink angle, as it allows the move to be connect more reliably and sometimes be used in more versatile ways than one that has a static, unchanging angle.

List of attacks that use the autolink angle

 

By characters

Character Move(s) Games
Dr. Mario Down aerial  
Dr. Tornado (aerial)
Falco Neutral aerial  
Forward aerial  
Fox Forward aerial  
Greninja Up aerial  
King Dedede Up aerial  
Kirby Forward aerial  
Down aerial   
Mario Super Jump Punch   
Meta Knight Forward aerial
(pre-1.0.4 in Smash 4)
  
Back aerial  
Palutena Neutral aerial  
Up aerial  
Black Hole Laser  
Pikachu Back aerial  
Samus Forward aerial  
Sheik Up aerial  
Yoshi Back aerial  
Zelda Up smash  
Neutral aerial