Forward tilt: Difference between revisions
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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. | 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. Most attacks that are angled up are slightly more powerful than if they weren't angled, while some are weaker if angled | 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 downward. | ||
==List of forward tilts== | ==List of forward tilts== | ||
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*[[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]] 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 a | *[[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 a 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. 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. | *[[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. | *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 significantly 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 | *{{SSBU|Simon}} and {{SSBU|Richter}}'s forward tilt in ''[[Ultimate]]'' has a moderate startup, but the 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|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|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. | ||