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Angling: Difference between revisions

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===Characters that can angle their attacks===
===Characters that can angle their attacks===
*[[Mario]] - Forward smash and tilt
*[[Mario]] - Forward smash and tilt
*[[Kirby]] - Forward amash and tilt
*[[Samus]] - Forward smash
*[[Samus]] - Forward smash
*[[Luigi]] - Forward smash and tilt
*[[Luigi]] - Forward smash and tilt
*[[Yoshi]] - Forward smash and tilt
*[[Yoshi]] - Forward smash and tilt
*[[Bowser]] - Forward tilt
*[[Wolf]] - Forward tilt
*[[Captain Falcon]] - Forward smash and tilt
*[[Captain Falcon]] - Forward smash and tilt
*[[Ganondorf]] - Forward smash
*[[Ganondorf]] - Forward smash
*[[Sonic]] - Forward smash
*[[Sonic]] - Forward smash
*[[Mewtwo]] - Forward tilt
*[[Lucario]] - Forward tilt
*[[Lucario]] - Forward tilt



Revision as of 11:12, August 19, 2011

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Angling is the term used to describe the ability for a character to aim or direct a forward tilt or forward smash. This technique is useful in that it helps with damaging smaller characters like Pikachu or Kirby; however, the tradeoff is that attacks tend to do less damage when angled down, and more damage when angled up.

How to perform

  • Tilts: To angle a tilt, the control stick must be within specific diagonal angles - diverging too far from these angles causes the tilt to remain unangled, or an up-tilt or down-tilt is used instead. A tilt cannot be angled after the button is pressed.
  • Smashes: If the control stick is tilted up or down when the attack is released (whether spent any time charging or not), it will be angled.

Characters that can angle their attacks

Examples of moves well-known for their angling properties

  • In Brawl, if Luigi angles his forward smash upwards, it has additional IASA frames, making it more difficult to punish. The move also does higher damage (and therefore knockback), making the move's already strong knockback scaling appear even bigger.