Editing Sweet spot (hitbox)

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*In both ''Melee'' and ''Brawl'', if Mr. Game & Watch's down smash is sour spotted, it semi-spikes the opponent. This can be utilised for [[edge-guarding]] and getting KOs near the ledge (especially in ''Brawl'', where the sour spot is much stronger than it was in ''Melee'').
*In both ''Melee'' and ''Brawl'', if Mr. Game & Watch's down smash is sour spotted, it semi-spikes the opponent. This can be utilised for [[edge-guarding]] and getting KOs near the ledge (especially in ''Brawl'', where the sour spot is much stronger than it was in ''Melee'').
**This additionally applies to [[Kirby]]'s down smash in ''Melee'' and ''Brawl''. Also like Mr. Game & Watch's, the sourspot of Kirby's down smash is much more useful in ''Brawl'', due to being much more powerful.
**This additionally applies to [[Kirby]]'s down smash in ''Melee'' and ''Brawl''. Also like Mr. Game & Watch's, the sourspot of Kirby's down smash is much more useful in ''Brawl'', due to being much more powerful.
*From ''Brawl'' onward, the forward aerial meteor smashes of {{SSBB|Mario}}, {{SSBB|Yoshi}}, and {{SSBB|Donkey Kong}}, and the down aerial meteor smash of {{SSBB|Captain Falcon}}, each have a hitbox that hits horizontally, with even stronger knockback than the meteor smash hitbox. These hitboxes can be utilised to get KOs on onstage opponents.  
*In ''Brawl'', the forward aerial meteor smashes of {{SSBB|Mario}}, {{SSBB|Yoshi}}, and {{SSBB|Donkey Kong}}, and the down aerial meteor smash of {{SSBB|Captain Falcon}}, each have a hitbox that hits horizontally, with even stronger knockback than the meteor smash hitbox. These hitboxes can be utilised to get KOs on onstage opponents.  
**Similarly from ''Brawl'' onward, the later hitboxes of {{SSBB|Ganondorf}}'s [[Wizard's Foot]] and the leg hitbox of {{SSBB|Snake}}'s forward aerial hits opponents vertically instead of meteor smashing, with weaker knockback. However, despite the weakened knockback, they are still very powerful, and can be used to get star KOs on opponents onstage that the meteor smash sweet spots would not KO.
**Similarly in ''Brawl'', the later hitboxes of {{SSBB|Ganondorf}}'s [[Wizard's Foot]] and the leg hitbox of {{SSBB|Snake}}'s forward aerial hits opponents vertically instead of meteor smashing, with weaker knockback. However, despite the weakened knockback, they are still very powerful, and can be used to get star KOs on opponents onstage that the meteor smash sweet spots would not KO.
*From ''SSB4'' onward, {{SSB4|Kirby}}'s [[Stone]] activates faster if standing on the ground and always hits with its sourspot shockwave. The horizontal knockback off this is very likely to send victims flying off and below the stage.
*In ''SSB4'', {{SSB4|Kirby}}'s [[Stone]] activates faster if standing on the ground and always hits with its sourspot shockwave. The horizontal knockback off this is very likely to send victims flying off and below the stage.
*From ''SSB4'' onward, {{SSB4|Donkey Kong}}'s down aerial has a sourspot on the chest which sends opponents horizontally with high power. This makes it an effective edgeguarding tool and powerful KO option whether onstage or offstage.
*In ''SSB4'', {{SSB4|Donkey Kong}}'s down aerial has a sourspot on the chest which sends opponents horizontally with high power. This makes it an effective edgeguarding tool and powerful KO option whether onstage or offstage.
*In ''SSB4'', {{SSB4|Cloud}}'s up aerial is notorious for its wide hitbox and effectiveness, but also benefits from a weaker sourspot that can challenge airdodges or attacks even in ''Ultimate''. Meanwhile, his down aerial's sex kick properties allow him to protect himself from juggling, and can also be an excellent combo starter into aerials or [[Limit Charge|Limit Break]] finishers.
*In ''SSB4'', {{SSB4|Cloud}}'s up aerial is notorious for its wide hitbox and effectiveness, but also benefits from a weaker sourspot that can challenge airdodges or attacks. Meanwhile, his down aerial's sex kick properties allow him to protect himself from juggling, and can also be an excellent combo starter into aerials or [[Limit Charge|Limit Break]] finishers.
*From ''SSB4'' onward, the late hit of {{SSB4|Ryu}}'s neutral aerial is a very effective combo starter due to it having the lowest landing lag of any aerial in the game. This allows him to transition into his powerful combo-oriented offense.
*In ''SSB4'', the late hit of {{SSB4|Ryu}}'s neutral aerial is a very effective combo starter due to it having the lowest landing lag of any aerial in the game. This allows him to transition into his powerful combo-oriented offense.


[[Category:Hitboxes]]
[[Category:Hitboxes]]
[[Category:Game physics]]
[[Category:Game physics]]
[[Category:Unofficial lingo]]
[[Category:Unofficial lingo]]

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