Editing Princess / Swordsman spike

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{{ArticleIcons|ssbm=y|unofficial=y}}
{{move|Princess / Swordsman spike|consistency with other pages}}
{{image|Image for Peach}}
{{cleanup|horrible grammar, needs to conform with [[SW:MOS|Manual of Style]]}}
{{merge|Ceiling glitch|Has a "Uses" section already, and this is a direct use-case for it.}}
{{image}}
[[File:Swordsman spike.gif|thumb|{{SSBM|Roy}} using the Swordsman spike]]
The '''Princess/Swordsman spike''' is a specific tech which can be preformed by {{SSBM|Peach}}, {{SSBM|Roy}}, and {{SSBM|Marth}}. It is done by using a counter to setup an [[invisible ceiling glitch]], causing players' next attack to knock the opponent at a different trajectory than usual. Specifically, if on [[stage]] it will send them straight slightly away and then straight down. If the players attack knocks the opponent off-stage it will remove all vertical velocity of the [[knockback]], but retain their horizontal knockback and [[hitstun]]. This turns strong attacks that have upwards knockback, into powerful [[spike]]s.
The '''Princess/Swordsman spike''' is a specific technique in ''[[Super Smash Bros. Melee]]'' which can only be performed by {{SSBM|Peach}}, {{SSBM|Roy}}, and {{SSBM|Marth}}, as well as {{SSBM|Kirby}} after inhaling Peach. It is done by activating the [[invisible ceiling glitch]] with their respective [[counterattack]]s, causing the opponent to be knocked back at a different trajectory than usual.  


==How to perform==
==How to perform==
[[File:Swordsman spike 2.gif|thumb|{{SSBM|Marth}} using the Swordsman spike on {{SSBM|Fox}}]]
To setup the ceiling glitch, the player needs to press L or R to [[shield]] (for the best effect the shield should be decently small), release shield by letting go of trigger or using [[jump]], [[roll]], or [[grab]] and [[Counter]] a grounded attack.
To setup the invisible ceiling glitch, first [[shield]] with the [[L button]] or [[R button]], and then release shield (letting go of the L/R button, [[jump]]ing, [[roll]]ing, or [[grab]]bing all work). To activate the glitch, use a [[counterattack]] move against a grounded attacker.


If done correctly, the opponent will be knocked back but take only horizontal knockback and no vertical knockback while incurring the full [[hitstun]] of the move. It should be noted that the spike is more useful on the left side of the stage, as the invisible ceiling glitch is active until the opponent touches the ground, while the glitch is only active for a few frames on the right side. This turns any follow-up attacks on the left side into pseudo-spikes. A strong follow up move will deal full horizontal knockback and hitstun while the character falls due to [[gravity]].
Then, the player should hit the opponent while they are airborne.
 
==Video demonstration==
{{#widget:YouTube|id=VJAKp_ODeUY}}


==How it works==
==How it works==
The invisible ceiling glitch is notoriously easy to activate with these three attacks specifically. This is likely because Peach's Toad [[hitbox]] and Marth and Roy's counter hitbox are very similar to the hitbox of a shield and are color-coded as the same type of hitbox as shields in debug mode. A standard invisible ceiling glitch is triggered by going airborne while still sliding back after a grounded attack hits an opponents shield, which can happen by either getting hit out of their attack on shield or for certain characters by walking or dropping through a platform after hitting an opponents shield with a specific attack. In most other cases, a player's counterattack would normally not cause any of the shield push back required to trigger an invisible ceiling glitch. However, once the player has used their shield earlier on that stock when the player's opponent gets countered, they will receive the same push back as they would have if they attacked the shield the player were previously holding up. The player's counterattack will still be able to trigger the Princess/Swordsman spike until the player releases their shield when it is incredibly small or the next time the player dies. Also, moving around or using the counter does not undo the setup.
This likely works because Peach's Toad [[hitbox]] and Marth and Roy counter hitbox are very similar to the hitbox of a shield and are color-coded as the same type of hitbox as shields in debug mode. A standard invisible ceiling glitch is triggered by going airborne while still sliding back after a grounded attack hits an opponents shield, which can happen by either getting hit out of their attack on shield or for certain characters by walking or dropping through a platform after hitting an opponents shield with a specific attack. Normally if the player hit a counter it won't cause any of the shield push back required to trigger an invisible ceiling glitch. However, once the player have used their shield earlier on that stock when the player's opponents attacks the player counter, they will receive the same push back as they would have if they attacked the shield the player were previously holding up.


The player's shield effects how soon after the invisible ceiling glitch triggers, as it effects the amount of pushback the opponent receives. Firstly, if a shield is too light, the glitch activates later and may not trigger at all due to the opponent losing their vertical momentum too quickly. The strongest shield possible is recommended to use for the afformentioned reasons. However, the game may register the strong shield as a light shield if the player releases too slowly, so timing and reflexes are key if the player does not want to use an [[out of shield]] option. Also, if the player makes their shield too small, they may not have any backwards momentum when the counter hits, which means it will not trigger the invisible ceiling. As a final prerequisite, the stronger the move that hits the player counter is, the longer it takes for the player's counter to trigger the invisible ceiling and the lighter the player can hold their shield while still triggering the glitch.  
The player's counter will still be able to trigger the Princess/Swordsman spike until the player release a shield when it is incredibly light or the next time the player die. Also, moving around or using the counter do not undo the glitched shield + counter hybrid.


===Video demonstration===
===How the shield affects the spike===
{{#widget:YouTube|id=VJAKp_ODeUY}}
How light or strong the player's shield is before the player release it has an impact on how soon after the player counter will trigger the invisible ceiling glitch and the opponent will lose their vertical knockback. This is because how light the player shield is reduces the amount the player opponent is pushed back when they hit the player shield. So if the player release a lighter shield that is used for the player counter, they will lose their vertical momentum sooner. If the player make the player shield too light they may not have any sliding back momentum when the player counter hits, which means it will not trigger the invisible ceiling. If the player are too slow when the player release a hard shield, the game may register the light shield during the time the player spring pushed the player shoulder button back to its resting position. In this case, release the player trigger quickly or use an out of shield option to avoid the risk entirely. The stronger a move that hits the player counter is, the longer it takes for the player counter to trigger the invisible ceiling and the lighter the player can hold the player shield while still triggering the glitch.


[[Category:Super Smash Bros. Melee]]
[[Category:Super Smash Bros. Melee]]
[[Category:Advanced techniques]]
[[Category:Advanced techniques]]

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