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List of semi-spikes (SSB): Difference between revisions

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{{incomplete|Maybe missing some moves depending on what is accepted as a "semi-spike"}}
This is a list of '''[[semi-spike]]s in ''[[Super Smash Bros.]]'''''.
This is a list of '''[[semi-spike]]s in ''[[Super Smash Bros.]]'''''.


==List==
==List==
==={{SSB|Captain Falcon}}===
==={{SSB|Captain Falcon}}===
*[[Up aerial]] - Does an aerial flip kick. The hitbox at his foot at the end of the animation semi-spikes opponents. In ''Smash 64'', it is much more effective than in ''Melee'' and ''Brawl'', providing high knockback and [[hitstun]], and being a fairly easy way to intercept certain recoveries such as Pikachu's [[Quick Attack]] and Fox's [[Fire Fox]], especially if they're recovering high.
*{{mvsub|Captain Falcon|SSB|Down tilt}} - A crouching kick that launches opponents at a 30° angle. Effective for gimping opponents recovering low due to its decent range.
*{{mvsub|Captain Falcon|SSB|Up aerial}} - Does an aerial flip kick. The last part of the attack semi-spikes, launching opponents at a 20° angle. It is much more effective than in later games, due to its much greater damage and knockback, being a fairly easy way to intercept certain recoveries such as Pikachu's [[Quick Attack]] and Fox's [[Fire Fox]], especially if they're recovering high.


==={{SSB|Fox}}===
==={{SSB|Fox}}===
*[[Down smash]] - Does a split kick. It is very fast with good power and decent [[reach]]. It can be very effective if landed near the [[edge]]. It has noticeable [[ending lag]] however, and its [[edgeguarding]] capabilities are rather limited. More effective in ''Smash 64'' than in ''Melee'' and ''Brawl''.
*{{mvsub|Fox|SSB|Down smash}} (USA & [[PAL]]) - Does a split kick, which launches opponents at a 25°. It is very fast with good power and decent [[reach]]. It can be very effective if landed near the [[edge]]. It has noticeable [[ending lag]] however, and its [[edgeguarding]] capabilities are rather limited. More effective than in later games due to its higher knockback. In the Japanese version, it does not semi-spike, launching opponents at an upwards 70° angle instead.
*[[Reflector]] - Has [[set knockback]]. Using the move to [[gimp]] is known as the [[shine spike]]. Much more effective on characters with poor [[recover]]ies.
*[[Fox (SSB)/Neutral special|Blaster]] (USA & PAL) - Has [[set knockback]] and launches opponents at a 10° angle (361° in the Japanese version). Very spammable and ranged, making it excellent at gimping opponents with sufficiently long recoveries to stay out of reach.
*[[Fox (SSB)/Down special|Reflector]] - Has set knockback and launches at a 0° angle. Using the move to [[gimp]] is known as the [[shine spike]]. Much more effective on characters with poor [[recover]]ies.


==={{SSB|Jigglypuff}}===
==={{SSB|Kirby}}===
*Down smash - Does a spinning split kick. Low [[start-up]] lag and good power for a semi-spike. It has noticeable ending lag though, and with its very short reach, Jigglypuff is better off using its aerials for edgeguarding.
*{{mvsub|Kirby|SSB|Down tilt}} - A shin kick which launches at a 20° angle and with above average knockback scaling. Useful for gimping shorter recoveries.


==={{SSB|Link}}===
==={{SSB|Luigi}}===
*[[Neutral attack]] 3rd hit - A stab forward.
*{{mvsub|Luigi|SSB|Dash attack}} - Launches opponents at a 30° angle with weak set knockback.


==={{SSB|Mario}}===
==={{SSB|Mario}}===
*[[Forward aerial]] - Does a forward, two-hit [[drill]] kick. The last few hitboxes can semi-spike, but have noticeably weaker knockback than the first few.
*[[Mario (SSB)/Down special|Mario Tornado]] - The attack uses semi-spikes (with a 180° angle) to keep the opponent trapped.


==={{SSB|Samus}}===
==={{SSB|Samus}}===
*[[Bomb (Samus)|Bomb]] - The explosion produces a very weak and impractical semi-spike.
*[[Samus (SSB)/Up special|Screw Attack]] - The top trapping hitboxes semi-spike (with a 200° angle) the target towards Samus.


==={{SSB|Yoshi}}===
==={{SSB|Yoshi}}===
*[[Down tilt]] - Sweeps his tail along the ground. Has set knockback. It is fast with decent reach, and can be useful for edgeguarding.
*{{mvsub|Yoshi|SSB|Down tilt}} - Sweeps his tail along the ground. Has set knockback and launches opponents at a 30° angle. It is fast with decent reach, and can be useful for gimping.
*{{mvsub|Yoshi|SSB|Down smash}} - A powerful and ranged semi-spike that launches opponents at a 30° angle and hits on both sides. Has a 35° angle and deals less damage in the Japanese version.


===Other===
===Other===
*The [[Fan]]'s neutral and tilt attacks are semi-spikes, though too weak to accomplish much.
*Hitting someone with a thrown [[Star Rod]].
*Hitting someone with a thrown [[Star Rod]].
*If the opponent is grabbed by the player and another opponent attacks the player that grabs the opponent, the opponent that was being grabbed will be sent horizontally on a semi-spike trajectory.
*{{SSB|Master Hand}}'s Power Punch is a strong semi-spike, and the Finger Drill uses semi-spikes to keep the player trapped.


==See also==
==See also==
*[[List of semi-spikes (SSBM)]]
*[[List of semi-spikes (SSBM)]]
*[[List of semi-spikes (SSBB)]]
*[[List of semi-spikes (SSBB)]]
*[[List of semi-spikes (SSB4)]]
*[[List of semi-spikes (SSBU)]]


[[Category:Semi-spikes]]
[[Category:Semi-spikes]]
[[Category:Lists]]
[[Category:Lists]]
[[Category:Game mechanics]]
[[Category:Attacks]]
[[Category:Techniques (SSB)]]

Latest revision as of 22:03, October 29, 2024

An icon for denoting incomplete things.

This is a list of semi-spikes in Super Smash Bros..

List[edit]

Captain Falcon[edit]

  • Down tilt - A crouching kick that launches opponents at a 30° angle. Effective for gimping opponents recovering low due to its decent range.
  • Up aerial - Does an aerial flip kick. The last part of the attack semi-spikes, launching opponents at a 20° angle. It is much more effective than in later games, due to its much greater damage and knockback, being a fairly easy way to intercept certain recoveries such as Pikachu's Quick Attack and Fox's Fire Fox, especially if they're recovering high.

Fox[edit]

  • Down smash (USA & PAL) - Does a split kick, which launches opponents at a 25°. It is very fast with good power and decent reach. It can be very effective if landed near the edge. It has noticeable ending lag however, and its edgeguarding capabilities are rather limited. More effective than in later games due to its higher knockback. In the Japanese version, it does not semi-spike, launching opponents at an upwards 70° angle instead.
  • Blaster (USA & PAL) - Has set knockback and launches opponents at a 10° angle (361° in the Japanese version). Very spammable and ranged, making it excellent at gimping opponents with sufficiently long recoveries to stay out of reach.
  • Reflector - Has set knockback and launches at a 0° angle. Using the move to gimp is known as the shine spike. Much more effective on characters with poor recoveries.

Kirby[edit]

  • Down tilt - A shin kick which launches at a 20° angle and with above average knockback scaling. Useful for gimping shorter recoveries.

Luigi[edit]

  • Dash attack - Launches opponents at a 30° angle with weak set knockback.

Mario[edit]

  • Mario Tornado - The attack uses semi-spikes (with a 180° angle) to keep the opponent trapped.

Samus[edit]

  • Screw Attack - The top trapping hitboxes semi-spike (with a 200° angle) the target towards Samus.

Yoshi[edit]

  • Down tilt - Sweeps his tail along the ground. Has set knockback and launches opponents at a 30° angle. It is fast with decent reach, and can be useful for gimping.
  • Down smash - A powerful and ranged semi-spike that launches opponents at a 30° angle and hits on both sides. Has a 35° angle and deals less damage in the Japanese version.

Other[edit]

  • The Fan's neutral and tilt attacks are semi-spikes, though too weak to accomplish much.
  • Hitting someone with a thrown Star Rod.
  • Master Hand's Power Punch is a strong semi-spike, and the Finger Drill uses semi-spikes to keep the player trapped.

See also[edit]