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Completed 367 Autolink Angle v2.1.0 - Make Aerial Multi-Hit Moves Consistent Like in Ultimate

abysspartyy

Smash Cadet
Joined
May 11, 2015
Messages
55

Introduction
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The autolink angle, 367, also known as ATTACK_VEC_PULL internally in Smash Ultimate's game files, is a special angle that is used to make certain multi-hit moves connect consistently. Melee is notorious for having multi-hit moves that don't connect properly and one way to fix that is to replicate the autolink 367 angle found in Smash 4 and Smash Ultimate.

Functionality
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When a hitbox has an angle of 367 set as its knockback angle, the hitbox will do the following upon connecting with an opponent:
  • After hitlag ends, opponents will be sent towards the center of the hitbox while also taking into account the attacker's velocity. This formula from Smash Ultimate is used: Launch Speed = attacker's current speed + (hitbox position - opponent's position) * 0.2
    • If launch speed is above 3 (100 knockback units), linear interpolation is used to cap the launch speed to 3. After 5 frames of hitstun, the launch speed will be capped to 3
      • Vertical launch speed has a lower cap of -1 (approximately 33.4 knockback units) to prevent autolink angles from creating strong spike smashes
  • Will not enter the DamageFlyRoll action state
  • Hitstun is independent of launch speed
    • What this means is that the amount of hitstun the hitbox will give is based entirely on the Base/Fixed Knockback and Knockback Growth properties & launch speed does not indicate the amount of hitstun (e.g. opponent moving fast due to autolink does not mean they are experiencing high hitstun). You can adjust those properties to give more or less hitstun
Notes
  • Electric moves that use this autolink angle will have some slight trouble connecting because of how hitlag works in Melee
    • Opponents experience 1.5x the hitlag compared to the attacker so it allows them SDI longer
  • SDI & ASDI can still cause opponents to escape but is very difficult to do so. It is recommended to use the Hitbox Extension Modif you want to adjust SDI & hitlag multipliers
    • Combined with hitlag & SDI multipliers, you can make multi-hit moves almost impossible to escape
  • Currently, it does not use an angle of 80 for grounded opponents like in Ultimate
Usage
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After installing the code below, you can now set the angle of any hitbox to 367.

Example in HSDraw:

sshot-3.png


Gecko Code
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This code requires some other codes from my Shared Modules thread. Please update or install them first if you do not have them already.

Code:
$Special Hitbox Angle: 367 v2.1.0 [sushie]
*Pulls victims towards the center of collided hitbox and adjusts launch speed
C206B898 0000002C
881F29C0 540006F7
4182014C 7C0802A6
9421FFE0 90010024
881F221C 5400FFFF
41820108 801F18AC
2C000000 418000FC
2C000007 408000F4
48000071 2C000001
41820108 4800009D
2C030000 C01F0090
4182000C 48000025
D03F0090 48000095
2C030001 C01F008C
408200E0 4800000D
D03F008C 480000D4
FC400890 FC200090
807F18AC 3863FFFF
B0610010 E001D010
C06287B4 EC6000F2
EC020828 EC0000F2
EC21002A 4E800020
C01F29C4 C05F00B0
EC401028 C01F29C8
C03F00B4 EC200828
C06287B4 C01F29D4
EC2100FA C01F29D0
EC4200FA D03F0090
D05F008C 4E800020
C03F0090 C042EC44
C06289C0 48000010
C03F008C C042EC44
FC601050 FC001890
38600000 FC000840
41810014 FC001090
FC010040 41810008
4E800020 FC200090
38600001 4E800020
4BFFFFB9 D03F0090
4BFFFFC1 D03F008C
38600000 881F29C0
506026F6 981F29C0
80010024 38210020
7C0803A6 819F21A4
60000000 00000000
C208E128 00000003
887D29C0 546306F7
41820008 C0228870
806DAEB4 00000000
C208DD88 00000007
807D1848 2C03016F
40820028 807D00E0
2C030001 41820010
38600050 907D1848
38600001 881D29C0
506026F6 981D29C0
C8010058 00000000
C207A934 00000010
901F0004 2800016F
40A20064 8071000C
C003004C D01929C4
C0030050 D01929C8
80710008 28030000
41820044 A0030000
28000004 41820024
28000006 40820030
8063002C C0030040
D01929D0 C0030044
D01929D4 48000018
8063002C C0030080
D01929D0 C0030084
D01929D4 38600000
881929C0 506026F6
981929C0 00000000
Source code: autolink367 @ GitHub

Thanks
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Special thanks to @Ruben_dal and DrakRoar for answering my questions regarding the functionality of Ultimate's 367 autolink angle.
 
Last edited:

abysspartyy

Smash Cadet
Joined
May 11, 2015
Messages
55
Released v2.0.0!

This is a major update that completely changes how I originally did the autolink. It now follows what Smash Ultimate does and should be very consistent now. It also comes with new features that you can see in the main thread!

 
Last edited:

abysspartyy

Smash Cadet
Joined
May 11, 2015
Messages
55
v2.1.0 has been released! This version brings in important bug fixes and adjustments to launch speed to make it less overpowered against opponents who are crouch cancelling.
  • adjustment: now uses Ultimate's formula: launch speed = attacker's speed + (hitbox position - opponent's position) * 0.2
  • adjustment: now uses the attacker's speed on hit rather than recalculating it for all 5 frames of the pull effect
  • bugfix: no longer pulls opponents that aren't put into hitstun (e.g. hitting Master/Crazy Hand or Yoshi in his armour state)
  • adjustment: opponents are no longer pulled if their hitstun prematurely ends. It used to always pull the opponent for 5 frames even if they aren't in hitstun
  • cleanup: reduced gecko code lines 112 -> 75
Before updating the autolink code, please head over to this thread and install/update Ft/It Data Expansion to v1.2.0.
 
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