Editing Forward tilt

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[[File:SSBUWebsiteBanjo&Kazooie3.jpg|thumb|Banjo & Kazooie's forward tilt in ''Ultimate''.]]
[[File:Mario tilt a.jpg|thumb|Mario's forward tilt in ''Brawl''.]]
[[File:MarioSideTiltSSBM.gif|thumb|Mario's forward tilt in ''Melee'']]
[[File:MarioSideTiltSSBM.gif|thumb|Mario's forward tilt in ''Melee'']]


A '''forward tilt''', also known as an '''"f-tilt"''', "'''side tilt'''" (the official name as of ''Super Smash Bros. Ultimate''), or officially as '''strong side''' ({{ja|横強攻撃|Yoko kyō kōgeki}}, ''Side strong attack'') prior to ''Ultimate'', is a [[tilt attack]] performed by holding the [[control stick]] horizontally and pressing the [[attack]] button while on the ground. This is distinct from a [[forward smash]] in that the control stick is only tilted, not tapped. Forward tilts are generally simple, quick, weak outward strikes for close-quarters combat.
A '''forward tilt''' ({{ja|横強攻撃|Yoko kyō kōgeki}}, ''Side strong attack''), also known as an '''"f-tilt"''' or "'''side tilt'''" (the lattermost the official name as of ''Ultimate'', otherwise called '''strong side''' prior to its release) is a [[tilt attack]] performed by holding the [[control stick]] forward and pressing the [[attack]] button while on the ground. This is distinct from a [[forward smash]] in that the control stick is only tilted, not tapped. Forward tilts are generally simple, quick, weak outwards strikes for close-quarters combat.


Some forward tilts can be [[angled]] up or down to some extent, pointing the [[hitbox]] in a diagonal direction instead of totally forward. They are generally stronger when angled upward, and weaker when angled downward.
Some forward tilts can be [[angled]] up or down to some extent, pointing the [[hitbox]] in a diagonal direction instead of totally forward. Most attacks that are angled up are slightly more powerful than if they weren't angled, while some are weaker if angled downwards.


==List of forward tilts==
==List of forward tilts==
{| class="wikitable"
{| class="wikitable"
|-
|-
! Character !! Description !! Angled
! Character !! Description !! Angeled
|-
|-
|[[Banjo]] & [[Kazooie]]||Performs the Beak Bayonet, where Banjo grabs Kazooie and stabs forward once.||{{y|16}}
|[[Banjo]] & [[Kazooie]]||Performs the Beak Bayonet, where Banjo grabs Kazooie and stabs forward once.||{{y|16}}
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|-
|-
|[[Bowser Jr.]]||Deploys a pitchfork from the Koopa Clown Car and jabs forwards with it.||{{y|16}}
|[[Bowser Jr.]]||Deploys a pitchfork from the Koopa Clown Car and jabs forwards with it.||{{y|16}}
|-
|[[Byleth]]||Performs a downward slash with the Sword of the Creator.||{{n|16}}
|-
|-
|[[Captain Falcon]]||Throws a spinning side kick.||{{y|16}}
|[[Captain Falcon]]||Throws a spinning side kick.||{{y|16}}
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|[[Jigglypuff]]||Throws a roundhouse kick.||{{y|16}}
|[[Jigglypuff]]||Throws a roundhouse kick.||{{y|16}}
|-
|-
|[[Joker]]||Leans forwards and stabs twice with his knife. If active, Arsene simultaneously thrusts his arm forwards and then draws it back.||{{y|16}}
|[[Joker]]||Leans forwards and stabs twice with his knife. If active, Arsene simultaneously thrusts his arm forwards and then draws it back.||{{n|16}}
|-
|[[Kazuya]]||Throws a powerful straight kick.||{{n|16}}
|-
|-
|[[Ken]]||''Tapped (far):'' Performs a forwards poking kick.<br/>''Tapped (close):'' Throws an inwards hook.<br/>''Held:'' Throws a straight jab with his following hand.||{{n|16}}
|[[Ken]]||''Tapped (far):'' Performs a forwards poking kick.<br/>''Tapped (close):'' Throws an inwards hook.<br/>''Held:'' Throws a straight jab with his following hand.||{{n|16}}
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|[[Mii Swordfighter]]||Slashes outwards horizontally.||{{n|16}}
|[[Mii Swordfighter]]||Slashes outwards horizontally.||{{n|16}}
|-
|-
|[[Min Min]]||Extends her left ARM.||{{y|16}}
|[[Mr. Game & Watch]]||Swings a chair downwards in front of himself.||{{n|16}}
|-
|[[Mr. Game & Watch]]||Thrusts a chair forwards in front of himself.||{{n|16}}
|-
|[[Mythra]]||Swings the Aegis Sword downwards in a quick motion.||{{n|16}}
|-
|-
|[[Ness]]||Performs a side kick.||{{y|16}}
|[[Ness]]||Performs a side kick.||{{y|16}}
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|-
|-
|[[Pit]]||{{GameIcon|SSBB}} Horizontally thrusts both of his blades forwards.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Jabs both of his blades in front of himself, parallel to the screen.||{{n|16}}
|[[Pit]]||{{GameIcon|SSBB}} Horizontally thrusts both of his blades forwards.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Jabs both of his blades in front of himself, parallel to the screen.||{{n|16}}
|-
|[[Pyra]]||Swings the Aegis Sword downwards in a quick motion.||{{n|16}}
|-
|-
|[[R.O.B.]]||Throws an inwards leaning hook.||{{y|16}}
|[[R.O.B.]]||Throws an inwards leaning hook.||{{y|16}}
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|-
|-
|[[Samus]]||Throws a reverse roundhouse kick.||{{y|16}}
|[[Samus]]||Throws a reverse roundhouse kick.||{{y|16}}
|-
|[[Sephiroth]]||Performs an outward slash with the Masamune.||{{y|16}}
|-
|-
|[[Sheik]]||Throws a quick, wide, upwards spinning kick.||{{n|16}}
|[[Sheik]]||Throws a quick, wide, upwards spinning kick.||{{n|16}}
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|-
|-
|[[Sonic]]||Gets down on his hands and knees while turning around, then kicks forwards with both legs.||{{y|16}}
|[[Sonic]]||Gets down on his hands and knees while turning around, then kicks forwards with both legs.||{{y|16}}
|-
|[[Sora]]||A 3 hit combo of an upward swing, a forward jab, and a downward swing.||{{n|16}}
|-
|-
|[[Squirtle]]||Spins while whipping forwards with its tail.||{{y|16}}
|[[Squirtle]]||Spins while whipping forwards with its tail.||{{y|16}}
|-
|-
|[[Steve]]||Slashes his sword in front of him while walking forward. The attack can be repeated via holding down the attack button.||{{n|16}}
|[[Terry]]||colspan="3"|''Unknown''
|-
|[[Terry]]||A middle-height kick.||{{n|16}}
|-
|-
|[[Toon Link]]||Holds the Master Sword behind himself and then slashes straight down to the ground with it.||{{n|16}}
|[[Toon Link]]||Holds the Master Sword behind himself and then slashes straight down to the ground with it.||{{n|16}}
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==Notable forward tilts==
==Notable forward tilts==
*Seven characters have forward tilts that are [[natural combo]]s: [[Snake]], [[Piranha Plant]], [[Hero]], [[Meta Knight]], [[Mega Man]], [[Bayonetta]] and [[Sora]]. The former three have two-stage forward tilts, while the latter four have three-stage forward tilts. Sora's forward tilt is notable for being the only natural combo in the game to behave differently if only the first hit is inputted, launching the opponent relatively far instead of keeping them in place for the rest of the combo.
*Six characters have forward tilts that are [[natural combo]]s: [[Snake]], [[Piranha Plant]], [[Hero]], [[Meta Knight]], [[Mega Man]], and [[Bayonetta]]. The former three have two-stage forward tilts, while the latter three have three-stage forward tilts.
*Mega Man's forward tilt, in addition to being a natural combo, is the only forward tilt that is a projectile. It can naturally flow from or into his [[neutral attack]] and [[neutral aerial]], effectively allowing him to fire his Mega Buster while standing still, walking, or jumping.
*Mega Man's forward tilt, in addition to being a natural combo, is the only forward tilt that is a projectile. It can naturally flow from or into his [[neutral attack]] and [[neutral aerial]], effectively allowing him to fire his Mega Buster while standing still, walking, or jumping.
*[[Ryu]] and [[Ken]]'s forward tilts have multiple variations, just like their [[neutral attack]] and other tilts: a 'light' version achieved by tapping the attack button for a short time, and a 'heavy' version achieved by holding the attack button for longer. In ''[[Ultimate]]'', a third variation is added depending on their proximity to their opponent – what was previously the tapped version of their forward tilt (a poking kick) is now only used if far from an opponent. When closer up, a different attack is used (which, for both Ryu and Ken, is a hook).
*[[Ryu]] and [[Ken]]'s forward tilts have multiple variations, just like their [[neutral attack]] and other tilts: a 'light' version achieved by tapping the attack button for a short time, and a 'heavy' version achieved by holding the attack button for longer. In ''[[Ultimate]]'', a third variation is added depending on their proximity to their opponent – what was previously their tapped forward tilt (a poking kick) is now only used if far from an opponent. When closer up, a different attack is used (which, for both Ryu and Ken, is a hook).
**Ryu's held forward tilt, Collarbone Breaker, is of further note. It deals high enough [[shield damage]] to [[Shield break|break shields]] even near their maximum health.
**Ryu's held forward tilt, Collarbone Breaker, is of further note. It deals high enough [[shield damage]] to [[Shield break|break shields]] even near their maximum health.
*[[King K. Rool]]'s forward tilt exposes his belly for a brief time before the attack connects. As with several of his other attacks, [[Belly Super Armor]] is active during this time, and King K. Rool will take only half [[damage]] and no [[knockback]] from attacks that hit his belly. The move is also notable for being disjointed with surprisingly long reach, outranging several sword-based attacks.
*[[King K. Rool]]'s forward tilt exposes his belly for a brief time before the attack connects. As with several of his other attacks, [[Belly Super Armor]] is active during this time, and King K. Rool will take only half [[damage]] and no [[knockback]] from attacks that hit his belly. The move is also notable for being a disjoint with surprisingly long reach, outranging several sword based attacks.
*[[Sheik]]'s forward tilt possesses low lag, hits in a wide arc, and deals vertical knockback, allowing it to reliably combo multiple times into itself at low to mid percents, and into other attacks past those percents. The move is at its most effective in ''Brawl'', as it has the lowest ending lag and knockback out of all of its incarnations, as well as having a very favorable vertical launch angle and being incredibly hard to [[SDI]] out of. In ''Brawl'', it can chain into itself many times (with the severe effect of [[stale-move negation]] in ''Brawl'' only exacerbating this further) and it can lead into an up smash, which can potentially KO. It even has the potential to lead into guaranteed low percent death combos on fast fallers such as {{SSBB|Fox}} and {{SSBB|Wolf}}, while still racking up a noticeably large amount of damage on numerous other members of the cast.
*[[Sheik]]'s forward tilt possesses low lag, hits in a wide arc, and deals vertical knockback, allowing it to reliably combo multiple times into itself at low to mid percents, and into other attacks past those percents. Particularly in ''Brawl'', it is infamous for being able to combo into itself for much longer than usual, due to the severe effect [[stale-move negation]] has on knockback, even to the point of being able to pull off guaranteed [[zero-to-death]] combos on fast fallers such as {{SSBB|Fox}} and {{SSBB|Wolf}}, while still racking up a noticeably large amount of damage on the rest of the cast.
*Snake's forward tilt is one of his most reliable close-range options, especially in ''Brawl'', due to its fast startup (hitting on frame 4), very high damage for a tilt if both hits are used, long-range, and the second hit's ability to KO at high percents. Along with his up tilt, it is one of his fastest KO options and it is considered to be arguably the best forward tilt in ''Brawl''. The move's range and power were reduced in ''Ultimate'' but it still remains a very fast tilt which can KO opponents.
*Snake's forward tilt is one of his most reliable close range options, especially in ''Brawl'', due to its fast startup (hitting on frame 4), very high damage for a tilt if both hits are used, long range, and the second hit's ability to KO at high percents. Along with his up tilt, it is one of his fastest KO options.
*[[Ganondorf]]'s forward tilt from ''Brawl'' onward deals powerful [[semi-spike]] knockback, while also having deceptively fast startup (hitting on frame 10), making it notoriously effective near edges, especially against characters with poor recoveries.
*[[Ganondorf]]'s forward tilt from ''Brawl'' onward deals powerful [[semi-spike]] knockback, while also having deceptively fast startup (hitting on frame 10), making it notoriously effective near edges especially against characters with poor recoveries.
*{{SSBU|Pichu}}'s forward tilt in ''Ultimate'', while having short-range and causing recoil damage, is very quick and has a guaranteed chance of [[tripping]] opponents, making it excellent for starting combos until percents at which the opponents are lifted off the ground. Prior to update 3.1.0, the move was infamous for its KO power at high percentages along with its quick startup, minimal ending lag, and 8 active frames. In 3.1.0 the move was weakened, KOing considerably later. However, this allowed trip conversions to work at later percents.
*{{SSBU|Pichu}}'s forward tilt in ''Ultimate'', while having short range and causing recoil damage, is very quick and has a guaranteed chance of [[tripping]] opponents, making it excellent for starting combos until percents at which the opponents are lifted off the ground. Prior to update 3.1.0, the move was infamous for its KO power at high percentages along with its quick startup, minimal ending lag, and 8 active frames. In 3.1.0 the move was weakened, KOing significantly later. However, this allowed trip conversions to work at later percents.
*{{SSBU|Simon}} and {{SSBU|Richter}}'s forward tilt in ''Ultimate'' has moderate startup, but long disjointed range and notoriously low ending lag relative to it. As a result, it is one of the safest tilts in the game, and a staple of the Belmonts' [[neutral game]]. It also changes into a different move upon holding the attack button, turning into the Whip Twirl which can block weak projectiles but has no usage due to its short range.
*{{SSBU|Simon}} and {{SSBU|Richter}}'s forward tilt in ''[[Ultimate]]'' has moderate startup, but long disjointed range and notoriously low ending lag relative to it. As a result, it is one of the safest tilts in the game, and a staple of the Belmonts' [[neutral game]].
*{{SSBU|Wii Fit Trainer}}'s forward tilt is the only one in the series that has an entirely different function depending on whether the move connects in front of or behind Wii Fit Trainer. While the front hit sends the opponent away horizontally with good kill power, the back hit sends the opponent straight up and is better suited for early percent combos. It is also the only forward tilt that can hit on both sides.
*{{SSBU|Wii Fit Trainer}}'s forward tilt is the only one in the series that has an entirely different function depending on whether the move connects in front of or behind Wii Fit Trainer. While the front hit sends the opponent away horizontally with good kill power, the back hit sends the opponent straight up and is better suited for early percent combos.
*{{SSBU|Mr. Game & Watch}}'s forward tilt in ''Ultimate'' is widely feared due to its decent startup, long-lasting hitbox, and very high power.
*{{SSBM|Mario}}'s and {{SSBM|Luigi}}'s forward tilts in ''[[Melee]]'' have a strange trait when angled downward. The set knockback of the move is set as 1 for both of them, giving them minimal knockback, even at 999%. {{SSBB|Luigi}}'s down angled forward tilt in ''Brawl'' retained this knockback, while {{SSBB|Mario}}'s did not.
**{{SSB|Fox}}'s down angled forward tilt in ''Smash 64'' also has this trait, although it has a set knockback value of 10 rather than 1.
*{{SSBU|Lucas}}'s forward tilt in ''Ultimate'' is known for its decent startup, low ending lag, and large disjointed hitbox. The sweetspot has high power for an attack of its type, making it a reliable KO option while its large hitbox and ability to be angled make it very useful for 2-framing opponents. On the other hand, the sourspot can lock opponents at low percents and lead into a powerful finisher. All of these advantages make it one of the best forward tilts in the game.


{{Attacks}}
{{Attacks}}
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[[Category:Forward tilts|*]]
[[Category:Forward tilts|*]]
[[Category:Tilt attacks]]
[[Category:Tilt attacks]]
[[es:Ataque fuerte lateral]]

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