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Sakurai angle
The Sakurai angle (sometimes displayed as a * in moveset lists) is a special knockback angle programmed into many 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.
The exact characteristics of the Sakurai angle have changed slightly in every game, but all share the same basic idea: at low knockback the opponent is not lifted off the ground, while at high knockback they are launched diagonally. The amount of knockback dealt determines the launch angle of grounded opponents; aerial opponents use the same angle regardless of knockback. Starting in Melee, if the knockback is between the low-knockback value and high-knockback value, the resulting angle will be linearly scaled between its two extremes.
Game | Low-knockback angle | High-knockback angle | Aerial angle | Low-knockback value | High-knockback value | |
---|---|---|---|---|---|---|
SSB64 | 0 | 42.5 | 43 | < 32 | >= 32 | |
Melee | 0 | 44 | 45 | 32 | 32.1 | |
Brawl | 0 | 37 | 45 | 60 | 88 |
The Sakurai angle does not correctly tilt the impending angle indicator; it will remain at a flat angle.
While a low-knockback grounded hit of a Sakurai angle-attack is technically a semi-spike, it can never be used as one due to edge slipping.
Name origin
Early in Brawl's lifetime, it was noticed that many attacks with the "generic horizontal launch angle" have a low chance of tripping. Once decoding of moveset data progressed enough, it was then discovered that most of said attacks have a technical trip chance of 0% and an angle of 361. As Masahiro Sakurai is somewhat infamous for making tripping existent in Brawl, the angle was 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.