Stormghetti
Smash Journeyman
In Smash 4, the 366 degrees auto-link angle was first introduced and it has become a staple in Smash balance ever since when it comes to multi-hit moves. Here's a description of the angle taken straight from the Smash Wiki:
A similar code was made for the 363º angle by rmn , but after finding out about the 367º angle, I've decided this is a much better version of it and much more viable for Melee. It's a lot of information to taken in, but I want someone to try their hand at this if possible. Maybe you could help, Punkline .
By the way, I'm still wondering if you've been working on that Jab Lock code. Hopefully I'm not smothering you with this many time consuming code requests.
"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:
-Smash Wiki; "Autolink angle".
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.
- In Ultimate, the changes to knockback also affect autolink angles for moves that don't use set knockback, which can result in misfires similar to those of the 366° autolink angle.
- 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."
-Smash Wiki; "Autolink angle".
A similar code was made for the 363º angle by rmn , but after finding out about the 367º angle, I've decided this is a much better version of it and much more viable for Melee. It's a lot of information to taken in, but I want someone to try their hand at this if possible. Maybe you could help, Punkline .