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Semi-spike: Difference between revisions

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A '''semi-spike''' or '''pseudo-spike''' is an attack which sends the opponent downward yet mostly horizontally, thusly resulting in limited [[Directional Influence]] options for the target - DI'ing them correctly will only alter the angle just slightly and shorten the sendoff angle. This is distinct from a [[spike]], which sends the enemy straight down.
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[[File:Semi-spike angles.png|thumb|The shaded angles considered to be semi-spikes.]]
[[File:Sheik Light Arrow.jpg|thumb|An example of a semi-spike; the opponent is sent at an angle that is almost parallel to the ground.]]
A '''semi-spike''' or '''pseudo-spike''' is a type of attack that does not send the opponent directly downward, but instead in a mostly horizontal trajectory which (due to gravity) will quickly turn into a vertical trajectory. This is distinct from a [[meteor smash]], which sends the enemy downwards without a prior horizontal trajectory. Semi-spikes are dangerous as they send targets on the shortest possible path to the blast line, and characters who survive are left below and away from the edge, the worst possible position to [[Recovery|recover]] from. When landing semi-spikes on inclines, there will usually be little to no audible reaction from the character or the audience due to the fact that, like a meteor smash/spike landing on a grounded opponent, the character being hit cannot travel at an angle due to the incline. When [[grab]]bed characters are hit by other characters, they will be semi-spiked.


Moves that are semi-spikes include (but are not limited to):
==Lists of semi-spikes==
*[[Sheik]]'s [[forward aerial]]
*[[List of semi-spikes (SSB)]]
*[[Captain Falcon]]'s forward aerial (though it's very noticable when you DI this one)
*[[List of semi-spikes (SSBM)]]
*[[Link]]'s [[Up B]] attack after it's initial hitbox
*[[List of semi-spikes (SSBB)]]
*[[Peach]]'s [[forward smash]] (Golf Club and Tennis Racket)
*[[List of semi-spikes (SSB4)]]
*[[Ganondorf]]'s [[up aerial]] (the end of its animation)
*[[List of semi-spikes (SSBU)]]
*[[Captain Falcon]]'s up aerial (the end of its animation)
*[[Pikachu]]'s up aerial (while tail is directly or near directly above him) (also known as the tail-whip)
*[[Mr. Game and Watch]]'s neutral B at close range (known as a Pan-spike)
*The tip of [[Marth]]'s [[down tilt]] and his up smash, must not hit with sword.
*[[Fox]]'s [[Shine]]
*[[Bowser]]'s [[down aerial]], using the hitbox when he hits the ground
*Hitting someone with a thrown [[Star Rod]]


[[Category:Game Controls]]
==See also==
[[Category:Techniques (SSBM)]]
*[[Spike]]
*[[Stage spike]]
 
[[Category:Attacks]]
{{AllGames|Techniques}}
[[Category:Game mechanics]]
[[Category:Semi-spikes]]

Latest revision as of 02:36, May 28, 2022

The shaded angles considered to be semi-spikes.
An example of a semi-spike; the opponent is sent at an angle that is almost parallel to the ground.

A semi-spike or pseudo-spike is a type of attack that does not send the opponent directly downward, but instead in a mostly horizontal trajectory which (due to gravity) will quickly turn into a vertical trajectory. This is distinct from a meteor smash, which sends the enemy downwards without a prior horizontal trajectory. Semi-spikes are dangerous as they send targets on the shortest possible path to the blast line, and characters who survive are left below and away from the edge, the worst possible position to recover from. When landing semi-spikes on inclines, there will usually be little to no audible reaction from the character or the audience due to the fact that, like a meteor smash/spike landing on a grounded opponent, the character being hit cannot travel at an angle due to the incline. When grabbed characters are hit by other characters, they will be semi-spiked.

Lists of semi-spikes[edit]

See also[edit]