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A '''semi-spike''' or '''pseudo-spike''' is [[Spike]] that does not send the opponent totally downward but in a horizontal trajectory which then (due to gravity) will turn into a vertical trajectory. Before the vertical trajectory and after the horizontal trajectory a semi-spike will make a quarter circle trajectory (see diagram 1), for the attack to be considered a semi-spike the player must be able to act within this quarter circle trajectory but before the vertical trajectory, some attacks may have a different trajectory and send the opponent angled downwards this results in a recoverable attack at low percentages but with considerable [[edgeguard|edgeguarding]] danger due to being hit off the stage; DI'ing them correctly will only alter the angle just slightly and shorten the send-off angle. This is distinct from a spike, which sends the enemy straight down without a prior horizontal trajectory.
[[File:Semi-spike angles.png|thumb|The shaded angles considered to be semi-spikes.]]
[[File:Semi-spike1.JPG|thumb|Diagram 1: The black line represents the trajectory of the target. Within the blue square the
[[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.]]
target regains the ability to act.]]                              
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.
Semi-spikes' structure is altered greatly by damaged and at certain percentages some attacks can't be considered as one.


Moves that are semi-spikes include (but are not limited to):
==Lists of semi-spikes==
*[[Marth (SSBB)|Marth]]:
*[[List of semi-spikes (SSB)]]
**Forward Aerial
*[[List of semi-spikes (SSBM)]]
**Down Tilt
*[[List of semi-spikes (SSBB)]]
**Up Smash
*[[List of semi-spikes (SSB4)]]
*[[Sheik (SSBB)|Sheik]]:
*[[List of semi-spikes (SSBU)]]
**[[Light Arrow|Final Smash]]
*[[Captain Falcon (SSBB)|Captain Falcon]]:
**Up Aerial
*[[Link (SSBB)|Link]]:
** [[Spin Attack|Up B]] (NTSC only)
*[[Peach (SSBB)|Peach]]:
** Forward Smash
*[[Ganondorf (SSBB)|Ganondorf]]
**Up Aerial
**Side tilt (Brawl only)
*[[Pikachu (SSBB)|Pikachu]]
**Up Aerial
*[[Wario (SSBB)|Wario]]:
**Down Tilt ([[Wario-Man]] only)
*[[Sonic (SSBB)|Sonic]]:
**Up Smash
*[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]:
**[[Chef]]
**A 6 with [[Judge]]
**[[Sourspot]]ted down smash
*[[Fox (SSBB)|Fox]]:
**[[Shine]]
*[[Bowser (SSBB)|Bowser]]
**Down Aerial
*[[Meta Knight (SSBB)|Meta Knight]]
**Down Aerial
*Hitting someone with a thrown [[Star Rod]].
*Getting hit while holding someone near the edge will semi-spike the person begin held at higher percentages.
==The Mario Bros' Pseudo Spike==
The '''Mario Brothers' Pseudo-Spike''' occurs when the last hit of the [[Mario Tornado]] (normally rising) hits an opponent. This can occur sometimes when an opponent tries to jump out to edge guard. It is a very powerful spike with extremely high downwards [[knockback]], most chars die from it at low percentages.


===Other definition===
==See also==
Both [[Mario]] and [[Luigi]] can "spike" an opponent with repeated down aerials. This involves hitting the opponent with the dair repeatedly off the edge and then taking advantage of Mario and Luigi's huge vertical recoveries to get back on the stage. This does not work against Pikachu, who has a longer and faster vertical recovery than either Mario or Luigi.
*[[Spike]]
*[[Stage spike]]


===Notes===
[[Category:Attacks]]
*Only works with the last (the powerful hit) of the tornado
{{AllGames|Techniques}}
*Only works with the bottom of that hitbox
[[Category:Game mechanics]]
*If it is at the top, it will send the opponent straight up
[[Category:Semi-spikes]]
*Normally only occurs when the opponent accidentally misses an air and hits into the pseudo-spike
*If any of the other hits hit alone, it sends the opponent to the left or right with medium low knockback
[[Category:Game Controls]]
[[Category:Techniques]]
[[Category:Techniques (SSB)]]
[[Category:techniques (SSBM)]]
[[Category:Techniques (SSBB)]]

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]