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Static Variables

Field Name Type Initial Value Description
AUTOLINK_STRONGER Int 367 Angle is primarily based on owner velocity, adjusted by the victim's position relative to the autolink point (center of hitbox)
Knockback is also based on owner velocity, but affected by victim position relative to the autolink point
The attack's knockback growth and power can be used to fine-tune the amount of knockback:
calculated_speed (knockback_growth / 100) + power
Note: Currently this angle type does not factor in baseScaleX/baseScaleY stats nor object rotation, so it will be innacurate if there is any scaling or rotation in place with the object involved.
AUTOLINK_STRONGEST Int 368 Power and angle are based off of the owner's velocity and trajectory as well as the victim's position relative to the autolink point (center of the hitbox by default - override with hitboxStats.metadata.autolinkPoint).

The victim's launch speed will be overridden to half of the owner's velocity. (Think angle 365 in Smash)
Note: Currently this angle type does not factor in baseScaleX/baseScaleY stats nor object rotation, so it will be innacurate if there is any scaling or rotation in place with the object involved.
WARNING: YOUR BASEKNOCKBACK AND KNOCKBACKGROWTH VALUES WILL BE IGNORED
AUTOLINK_WEAK Int 365 Angle is based off of the angle that the owner is currently moving.

Unlike other autolink directions, the victim's launch speed will NOT be overridden by the angle (but flags will be forced with REVERSABLE_ANGLE), so make sure your baseknockback and knockbackgrowth are set!
DAMAGE Int 364 Angle is dependent on victim's damage.

Increases .26 degrees per 1%, caps at 150% at a 40 degree angle.
See: https://www.ssbwiki.com/File:Sakurai_angle_chart.png
DEFAULT Int 361 Angle is dependent on velocity that the victim is sent at.

The angle will either be exactly 0 degrees at low velocities, 45 at high velocities, or 45 if it hits an aerial foe.
See: https://www.ssbwiki.com/File:Sakurai_angle_chart.png
RANDOM Int 369 Angle is entirely random.
RANDOM_UP Int 370 Angle is random, but cannot spike. (10-170)
RIVALS Int 363 Angle is dependent on victim's grounded/aerial status.

Grounded foes are sent at a 40 degree angle, aerial foes are sent at a 45 degree angle.
See: https://www.rivalsofaether.com/workshop/hitbox-grid-indexes/

Static Functions

Function Name Description
calculateAttackAngle(stats:HitboxStats, victim:GameObject, knockback:Float, result:CollisionResult):Float Based on params, calculates a new angle as per the given SpecialAngle.
If a value cannot be calculated, returns -1.0
calculateKnockback(stats:HitboxStats, victim:GameObject, result:CollisionResult):Float Based on params, calculates a new knockback as per the given SpecialAngle. Not all SpecialAngle values modify knockback