What direction an opponent will be sent flying. Angles above 360 are special angles and function as follows:
361: Known as the Sakurai Angle. Keeps grounded opponents on the ground if the knockback taken is less than the global tumble threshold. Launches at an angle of 44 if above said threshold or against aerial opponents
362: Always launches away from the center of the hitbox
363: Launches opponents in the direction that the attacker is moving. Does not have any launch speed modifications
365: Launches opponents in the direction that the attacker is moving, setting their launch speed to 50% of the attacker's momentum
366: Launches opponents based on the direction the attacker is moving as well as the position of the opponent relative to the hitbox
367: Behaves similarly to 366 except it also modifies the opponent's launch speed based on the attacker's momentum and the position of the opponent relative to the hitbox
Grounded opponents are always launched at an angle of 80
368: Launches an opponent to a specified position in a defined amount of frames
Determines how much a move scales in knockback distance with the opponent's percent. Also controls the amount of hitstun scaling when used in conjunction with FKB or an autolink angle
Hitlag is the state when an attack hits and both players are frozen in place, and the multiplier affects the overall duration. This is the point where Smash DI is able to be utilized