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{{ArticleIcons|ssb=y|ssbm=y|ssbb=y}} | {{ArticleIcons|ssb=y|ssbm=y|ssbb=y|ssb4=y}} | ||
{{cleanup|Verification needed across all games and characters, especially for 3 vs. 5 angles in SSB64, and a per-game split might be necessary}} | {{cleanup|Verification needed across all games and characters, especially for 3 vs. 5 angles in SSB64, and a per-game split might be necessary}} | ||
'''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. | ||
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*[[Ice Climbers]] - Forward tilt | *[[Ice Climbers]] - Forward tilt | ||
*{{SSBB|Wario}} - Forward tilt | *{{SSBB|Wario}} - Forward tilt | ||
*{{SSB4|Little Mac}} - Forward smash | |||
==Examples of moves | ==Examples of moves with notable angling properties== | ||
*In ''Brawl'', if {{SSBB|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'', if {{SSBB|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. | *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. | ||
*In ''SSB4'', Little Mac's forward smash becomes an entirely different attack when angled; forward is a straight, up is an uppercut, and down is a body hook, the latter of which has little to no knockback. | |||
{{AllGames|Techniques}} | {{AllGames|Techniques}} |