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Angling: Difference between revisions

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'''Angling''' is the term used to describe the ability for a [[character]] to alter the direction of a [[forward tilt]] or [[forward smash]]. For example, angling a punch attack up will generally cause the character to punch diagonally upwards instead of straight forward, while angling it down will tend to cause the character to punch diagonally downwards. On the whole, attacks can only be angled if they are a straight punch, kick, or similar strike; attacks that cover vertical ground (such as an overhead sword slash) have no purpose for angling.
'''Angling''' is the term used to describe the ability for a [[character]] to alter the direction of a [[forward tilt]] or [[forward smash]]. For example, angling a punch attack up will generally cause the character to punch diagonally upwards instead of straight forward, while angling it down will tend to cause the character to punch diagonally downwards. On the whole, attacks can only be angled if they are a straight punch, kick, or similar strike; attacks that cover vertical ground (such as an overhead sword slash) have no purpose for angling.


Angling attacks downwards can aid in striking short or [[crouch]]ing characters such as [[Pikachu]] or [[Kirby]] in cases where the regular attack would miss just overhead, but most attack deal slightly less damage when angled down. Angling upwards is useful for intercepting aerial characters and often comes with a slight damage bonus, but the aforementioned short characters will be even more able to avoid it. Angling can also help with [[edgeguarding|guarding the ledge]]; {{SSBM|Ganondorf}}'s and {{SSBM|Falco}}'s forward tilts in ''Melee'' are prime examples of forward tilts that can be angled downward.
Angling attacks downwards can aid in striking short or [[crouch]]ing characters such as [[Pikachu]] or [[Kirby]] in cases where the regular attack would miss just overhead, but most attack deal slightly less damage when angled down. Angling upwards is useful for intercepting aerial characters and often comes with a slight damage bonus, but the aforementioned short characters will be even more able to avoid it. Angling can also help with [[edgeguarding]]; {{SSBM|Ganondorf}}'s and {{SSBM|Falco}}'s forward tilts in ''Melee'' are prime examples of forward tilts that are more useful at guarding the area around the edge when angled down.


In ''Melee,'' angling smash attacks was slightly more difficult than angling tilts; players had to hold the direction of the C-Stick or Control Stick at an earlier time for a smash than they would for a tilt.
In ''Melee,'' angling smash attacks was slightly more difficult than angling tilts; players had to hold the direction of the C-Stick or Control Stick at an earlier time for a smash than they would for a tilt.

Revision as of 18:48, January 23, 2014

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Angling is the term used to describe the ability for a character to alter the direction of a forward tilt or forward smash. For example, angling a punch attack up will generally cause the character to punch diagonally upwards instead of straight forward, while angling it down will tend to cause the character to punch diagonally downwards. On the whole, attacks can only be angled if they are a straight punch, kick, or similar strike; attacks that cover vertical ground (such as an overhead sword slash) have no purpose for angling.

Angling attacks downwards can aid in striking short or crouching characters such as Pikachu or Kirby in cases where the regular attack would miss just overhead, but most attack deal slightly less damage when angled down. Angling upwards is useful for intercepting aerial characters and often comes with a slight damage bonus, but the aforementioned short characters will be even more able to avoid it. Angling can also help with edgeguarding; Ganondorf's and Falco's forward tilts in Melee are prime examples of forward tilts that are more useful at guarding the area around the edge when angled down.

In Melee, angling smash attacks was slightly more difficult than angling tilts; players had to hold the direction of the C-Stick or Control Stick at an earlier time for a smash than they would for a tilt.

Attacks that can be angled generally have three possible angles: up, side (or neutral), and down. In Smash 64, some attacks have up to 5 angles.

In order to angle a forward-attack, the control stick or C-stick must be within a specific diagonal range when the attack button is pressed - diverging too far from these angles causes the attack to remain unangled, or an up-attack or down-attack is used instead. Brawl allows players to angle forward smashes based on where the control stick is after the charging interval ends.

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 very strong knockback scaling appear even bigger.
  • In Brawl, when Luigi's forward tilt is angled downward, it does no knockback at all, which can put an opponent into a lock indefinitely.