Spike: Difference between revisions

128 bytes added ,  5 years ago
(→‎Spikes in other games: More information about the removal of spikes in this Brawl)
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*{{SSBM|Fox}} - Down aerial, with all of its hits being spikes. The attack's spike properties, however, are extremely weak and uniquely have [[set knockback]], making it almost impossible to KO with unless there is a significant [[handicap]] advantage on the opponent. However, this also makes the attack useful for [[combo]]ing, especially on [[floaty]] characters. This move is notable for being the only "drill" spike.  
*{{SSBM|Fox}} - Down aerial, with all of its hits being spikes. The attack's spike properties, however, are extremely weak and uniquely have [[set knockback]], making it almost impossible to KO with unless there is a significant [[handicap]] advantage on the opponent. However, this also makes the attack useful for [[combo]]ing, especially on [[floaty]] characters. This move is notable for being the only "drill" spike.  
*{{SSBM|Ganondorf}} - [[Wizard's Foot]] when used in the air, with all of its hitboxes spiking opponents. Despite its high power and long duration, the attack has relatively high start-up lag, and when used off the ledge, it forces Ganondorf into an inconvenient recovery position exacerbated by his easily edge-guarded recovery. Additionally, recovery moves that possess damaging hitboxes also prevent Ganondorf from landing the move, as the recovery hitboxes will hit and disrupt Ganondorf before the hitboxes of Wizard's Foot connect, making the move unfeasible for intercepting most recovery moves. While using it towards the centre of a stage can alleviate the difficulties with recovering, Ganondorf's other edgeguarding options, such as his [[down aerial]], are generally more practical and efficient to use.
*{{SSBM|Ganondorf}} - [[Wizard's Foot]] when used in the air, with all of its hitboxes spiking opponents. Despite its high power and long duration, the attack has relatively high start-up lag, and when used off the ledge, it forces Ganondorf into an inconvenient recovery position exacerbated by his easily edge-guarded recovery. Additionally, recovery moves that possess damaging hitboxes also prevent Ganondorf from landing the move, as the recovery hitboxes will hit and disrupt Ganondorf before the hitboxes of Wizard's Foot connect, making the move unfeasible for intercepting most recovery moves. While using it towards the centre of a stage can alleviate the difficulties with recovering, Ganondorf's other edgeguarding options, such as his [[down aerial]], are generally more practical and efficient to use.
*{{SSBM|Link}} - Up B, for the late hitbox, spikes opponents.
*{{SSBM|Marth}} - Down aerial, when tipped; its angle was adjusted in PAL regions to a meteor smash angle, thus being a meteor smash in PAL regions. With its high power, long reach and very low start-up lag, it can be easily landed, and can effectively KO offstage opponents at low-mid damages, particularly in combination with the [[Ken Combo]]. The attack can also potentially [[tech-chase]] grounded opponents, but its high ending lag makes it of high risk to use off the ledge.
*{{SSBM|Marth}} - Down aerial, when tipped; its angle was adjusted in PAL regions to a meteor smash angle, thus being a meteor smash in PAL regions. With its high power, long reach and very low start-up lag, it can be easily landed, and can effectively KO offstage opponents at low-mid damages, particularly in combination with the [[Ken Combo]]. The attack can also potentially [[tech-chase]] grounded opponents, but its high ending lag makes it of high risk to use off the ledge.
*{{SSBM|Jigglypuff}} - Down smash will always spike the opponent.
*{{SSBM|Roy}} - Up smash, when an airborne opponent is hit with the tip of the sword in its first few frames. The attack, however, is impractical for edgeguarding, as the spiking hitbox is small and has a short duration; Roy also cannot easily combo into the attack.
*{{SSBM|Roy}} - Up smash, when an airborne opponent is hit with the tip of the sword in its first few frames. The attack, however, is impractical for edgeguarding, as the spiking hitbox is small and has a short duration; Roy also cannot easily combo into the attack.


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