List of semi-spikes (SSB): Difference between revisions
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This is a list of '''[[semi-spike]]s in ''[[Super Smash Bros.]]'''''. | This is a list of '''[[semi-spike]]s in ''[[Super Smash Bros.]]'''''. | ||
Revision as of 16:30, November 18, 2013
This is a list of semi-spikes in Super Smash Bros..
List
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.
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.
- Reflector - Has set knockback. Using the move to gimp is known as the shine spike. Much more effective on characters with poor recoveries.
Jigglypuff
- 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.
Link
- Neutral attack 3rd hit - A stab forward.
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.
Samus
- Bomb - The explosion produces a very weak and impractical semi-spike.
Yoshi
- Down tilt - Sweeps his tail along the ground. Has set knockback. It is fast with decent reach, and can be useful for edgeguarding.
Other
- 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.