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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 [[meteor smash]] or [[spike]], which sends the enemy downwards without a prior horizontal trajectory.
{{ArticleIcons|series=y|unofficial=y}}
[[File:Semi-spike1.JPG|thumb|Diagram 1: The black line represents the trajectory of the target. Within the blue square the
[[File:Semi-spike angles.png|thumb|The shaded angles considered to be semi-spikes.]]
target regains the ability to act.]]                              
[[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.]]
Semi-spikes' structure is altered greatly by damaged and at certain percentages some attacks can't be considered as one.
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==
*[[List of semi-spikes (SSB)]]
*[[List of semi-spikes (SSBM)]]
*[[List of semi-spikes (SSBB)]]
*[[List of semi-spikes (SSB4)]]
*[[List of semi-spikes (SSBU)]]


*[[Bowser (SSBB)|Bowser]]:
==See also==
**Back Aerial (Melee only) - Has semi-spike properties, but high ending lag combined with Bowser's poor vertical recovery make it a very risky edgeguard maneuver. His bair has more power and is less risky in Brawl, but lost its semi-spike properties.
*[[Spike]]
*[[Stage spike]]


*[[Captain Falcon (SSBB)|Captain Falcon]]:
[[Category:Attacks]]
**Up Aerial - The hitbox at his foot at the end of the animation semi-spikes opponents. It is less effective then Ganondorf's uair.
{{AllGames|Techniques}}
**Forward Aerial (During [[sourspot]]) - You are better off sweetspotting the knee for edgeguarding, but it isn't always a easy task, especially in Brawl.
[[Category:Game mechanics]]
 
[[Category:Semi-spikes]]
*[[Dr. Mario (SSBM)|Dr. Mario]]:
**Back Aerial - Has set knockback properties, Dr.Mario can attack with this twice and recover despite his poor recover.
 
*[[Fox (SSBB)|Fox]]:
**[[Shine]] - Has set knockback in Melee. Has set knockback properties in Brawl, but once the opponent approaches 100%, it hits with increasing knockback. Much more effective on characters with poor recoveries.
**Down Smash - 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.
 
*[[Falco (SSBB)]]:
**Down Smash - Similar to Fox's down smash, except Falco's down smash has slightly less power and slightly less ending lag.
 
*[[Kirby (SSBB)|Kirby]]:
**Aerial Hammer (Brawl Only/second hitbox) - A very powerful semi-spike, it is the second strongest semi-spike at low percentages  and the third strongest at high percentages (above 150%). However, landing it is very difficult since Kirby has to the land the second hit, not the first hit and both strikes have noticeable start-up lag. If Kirby does land the second hit on a recovering opponent, it usually results in a KO.
**Down Smash  - When sourspotted, it semi-spikes the opponent with decent knockback. To sourspot, Kirby has to hit the opponent with tips of his feet. It has decent reach and fast startup, so it is useable for edgeguarding.
 
*[[Ganondorf (SSBB)|Ganondorf]]:
**Up Aerial - The hitbox at his foot at the end of the animation semi-spikes opponents. It is stronger and produces more hitstun than Captain Falcon's uair. It is one of the best and most known semi-spikes in both Melee and Brawl, it complements Ganondorf's already deadly edgeguard game.
**Forward tilt (Brawl only) - The only f-tilt pseudo-spike in the series. It is the second strongest semi-spike in Brawl, but its poor vertical reach limits it's edgeguard capabilities. Still with its fast start-up it's great when used near the edges for KOing.
 
*[[Jigglypuff (SSBB)|Jigglypuff]]:
**Down Smash - Low start-up lag and good power for a semi-spike. It has noticable ending lag and very short reach, Jigglypuff is better off using her [[Wall of Pain|WoP]] for edgeguarding.
 
*[[Link (SSBM)|Link]]:
** [[Spin Attack|Up B]] (NTSC Melee only) - Hitting someone with it after the initial hitbox semi-spikes them. Very powerful, fast, and good reach, it is the strongest and could be considered the best semi-spike in Melee (on par with Shiek's fair).
 
*[[Lucas (SSBB)|Lucas]]:
**Down Tilt - Similar to Ness's d-tilt, but is slightly stronger (still can't KO at 999%, howwever). It is impratical for edgeguarding as it has very short reach and produces no knockback at realistic percentages.
 
*[[Marth (SSBB)|Marth]]:
**Down Tilt - When tipped, it semi-spikes the opponent. Fast, good reach, and decent power makes this a effective edgeguarder, especially against those who try sweetspotting the edge. It is even faster in Brawl, but shorter reach and Brawl's physics make it less effective.
**Up Smash (Brawl only) - When Marth hits someone with his running up smash, it sends his opponents on a bizarre horizontal trajectory. It useless for edgeguarding, but it is effective at setting up edgeguard situations at low percentages, especially since Marth is one of the best edgeguarders in the game. On a interesting note, Marth's up smash only send opponents at low to mid percentages horizontally. Once they approach 70%, it only sends opponents vertically, no matter what part of the up smash connects.
 
*[[Meta Knight (SSBB)|Meta Knight]]:
**Down Aerial - Very fast and has almost no ending lag, Meta Knight can WoP opponents with his dair. This, combined with its decent power and Meta Knight's multiple jumps, make it arguably the best semi-spike in Brawl, if not, the most versatile.
**Aerial [[Shuttle Loop]] - Has high base knockback knockback but little knockback growth. No start-up lag and strong initial knockback make it arguably the deadliest semi-spike in Brawl. It's also great for stage-spiking. Excellent anti-edgeguard maneuver, this move is the reason Meta Knight is the riskiest character to edgeguard. It is a very effective edgeguarder, but is risky. Most effective at edgeguarding opponents recovering from above.
 
*[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]:''Has the most semi-spikes in Brawl''
**[[Chef]] - Semi-spikes opponents who make contact with the frying pan with low power. It is not effective as a edgeguarder due to its short reach and slow start-up lag.
**A 6 with [[Judge]] - Semi-spikes opponents with good power accompany by fire damage. It is noticable for being the only other judgement other then #9 that is actually useful. It is deadly to recovering opponents.
**Sourspotted down smash - It is fast, powerful, and has good reach, it is very effective at edgeguarding. Even though its sweetspot sends opponents vertically, it is still effective at edgeguarding as its sweetspot is so powerful, it KOs everyone under 100%.
**Down Tilt (Brawl only) - Has set knockback properties. It is effective at edgeguarding as it is fast, has good reach, and has a long-lasting hitbox.
 
*[[Ness (SSBB)|Ness]]:
**Down Tilt (Brawl Only) - It is a semi-spike, but a very weak one. Only noticable at extreme percentages. It is impractical for edgeguarding as it has very short reach and produces no knockback at realistic percentages.
 
*[[Peach (SSBB)|Peach]]:
** Forward Smash (Only the tennis racket) - When sweetspotted in Brawl, it is the strongest semi-spike in the game. Otherwise, it is weak. It is unreliable for edgeguarding due to its short reach and random nature but is potentially deadly.
 
*[[Pikachu (SSBB)|Pikachu]]:
**Up Aerial - It semi-spikes somewhat weakly if you connect the tip of Pikachu's tail but it is fast. It is almost useless in Brawl for edgeguarding as it is even weaker, more difficult to land, and send opponents upwards if the non semi-spike hitbox connects.
 
*[[Sheik (SSBB)|Sheik]]:
**[[Light Arrow|Final Smash]] - Since you'll need a smash ball, it cannot be used for edgeguarding in standard matches.
**Forward Aerial - Shiek quickly swipes her hand in front of her, semi-spiking the opponent. Extremely fast and powerful, it was the most well-known and feared semi-spike in Melee, despite its short reach and short-lasting hitbox (it is on par with Link's up B for being the best semi-spike in Melee). It still semi-spikes in Brawl, but was weakened significantly.
 
*[[Sonic (SSBB)|Sonic]]:
**Up Smash - Some hitboxes send the opponent away in a semi-spike like trajectory, but very weakly. It is useless for edgeguarding.
 
*[[Toon Link (SSBB)|Toon Link]]:
**Dash Attack - Fast and good reach, but it is very weak and the semi-spike is only noticeable at very high percentages.
 
*[[Yoshi (SSBB)|Yoshi]]:
**Down tilt - It has set knockback in both Melee and set knockback properties in Brawl. It is fast and has decent reach, it can be useful for edgeguarding. More useful in Melee then it is in Brawl.
 
*[[Wario (SSBB)|Wario]]:
**Down Tilt ([[Wario-Man]] only) - Very fast and powerful, it cannot be used in standard matches since you'll need a smash ball.
 
*[[Wolf (SSBB)|Wolf]]:
**Down Throw - A throw that semi-spikes opponents with surprising knockback. It can be very deadly if Wolf grabs the opponent on the edge as the throw has bizarre properties that negates the opponents  momentum, thus making it very difficult for some characters to recover.
**Forward Smash - First hit only, it is extremely weak and only noticeable at extreme percentages.
 
*[[Zelda (SSBB)|Zelda]]:
**Down Smash - Very fast and it has good power for a semi-spike. It's short reach limits its edgeguard capabilities but can still be effective. Much stronger in Brawl then it is in Melee.
**Final Smash - Since you'll need a smash ball, it cannot be used for edgeguarding in standard matches.
 
*Other
**Hitting someone with a thrown [[Star Rod]]. Anyone who played Free-For-Alls with the Star Rod on knows how deadly and effective this semi-spike is.
**[[Porygon2|Porygon 2's]] attack launches opponents on a semi-spike trajectory very powerfully. It was by far the strongest semi-spike in ''Melee'', being certain death for anyone hit by it that was above 25%.
**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 characters die from it at low percentages.
 
===Other definition===
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.
 
===Notes===
*Only works with the last (the powerful hit) of the tornado
*Only works with the bottom of that hitbox
*If it is at the top, it will send the opponent straight up
*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]]

Latest revision as of 03:36, 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]