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A '''stage spike''' is a type of [[KO]] that refers to when one is knocked against part of the stage and falls straight down in a similar fashion to a [[meteor smash]]. Stage spikes can be used as an [[Edge-guarding]] technique or as a [[Guard Break]] technique, depending on who is doing the stage spike. One example is [[Marth]] using his [[Dolphin Slash]] below the stage to knock a recovering opponent into the stage and kill them. This can be teched out of, but it's very difficult to do so. Another example is [[Captain Falcon]]'s [[Falcon Dive]], it is safer to use since Captain Falcon can use the move again after he succesfully grabs an opponent. A stage spike can also be performed by some moves on opponents who [[edgehog]].
{{ArticleIcons|series=yes|unofficial=yes}}
[[File:Stage Spike Brawl.gif|thumb|250px|{{SSBB|Snake}} using his [[back aerial]] to stage spike {{SSBB|Lucas}} in ''Brawl''.]]
[[File:SSBB Marth Footstool Spike to Stage Spike.gif|thumb|{{SSBB|Marth}} [[punish]]ing {{SSBB|Zero Suit Samus}}'s [[meteor cancel]] after a footstool spike by using [[Dolphin Slash]] to stage spike her.]]
 
A '''stage spike''' (officially known as an '''edge meteor''') is what occurs when a [[fighter]] is knocked against part of the [[stage]], which causes them to bounce downward in a similar fashion to a [[meteor smash]]. Stage spikes can be used as an [[edge-guarding]] or as a [[edge-guard break]]ing technique, depending on who is doing the stage spike. One example is [[Marth]] using his [[Dolphin Slash]] below the stage to knock a recovering opponent into the stage, [[Knockout|knocking them out]]. Unlike meteors, stage spikes can easily occur by accident.


==Applications==
==Applications==
Stage spikes are most useful for characters with no true meteor smashes (for instance, [[Meta Knight (SSBB)|Meta Knight]] and [[Squirtle (SSBB)|Squirtle]]). However, they are great for all characters. For instance, Marth has two [[meteor smash]]es. In the above example, the opponent would almost certainly be above or to the side of Marth, so his [[Down aerial]] is useless as a meteor smash. By using the Dolphin Slash, he knocks the opponent up and into the bottom of the stage, causing them to bounce off and die as if they were meteor smashed, as well as allowing Marth to recover. Donkey Kong also has a technique which is carry an opponent and then toss him or her there with his throws.
Stage spikes are most useful for characters who have difficulty KOing opponents otherwise (such as {{SSBB|Sonic}}), though they are incredibly useful for any character as they provide the means for an early KO. Stage spikes usually occur when an opponent is recovering from below near the stage, where the edge-guarder can then drop off and hit the opponent with an aerial, knocking them into the stage and stage spiking as a result. Stage spikes also commonly occur to reckless edge-guarders, who get hit into the stage and stage spiked from the opponent's recovery move; this especially happens when a player attempts to [[edgehog]] too soon and runs out of their ledge invincibility before the opponent's recovery move hits them. The risk of getting stage spiked can serve as a significant deterrent to edge-guarding characters whose recovery moves deal high knockback, such as the aforementioned Marth and {{SSBB|Meta Knight}}.


==Self Stage Spiking==
There are no flaws with stage spiking in the original ''Super Smash Bros.'', but the addition of [[tech]]ing on walls and ceilings in ''[[Super Smash Bros. Melee]]'' allows stage-spiked characters to completely nullify the knockback; as teching can be buffered in ''Melee'' by pressing the button before even taking the hit, this can be done with relative ease if the victim predicts it. ''[[Super Smash Bros. Brawl]]'' disables the ability to buffer techs in this way, which makes the timing more strict and makes stage spikes overall more effective. This ability was restored in ''[[Super Smash Bros. Ultimate]]'', while also revamping the tech mechanics to make untechable situations knockback-based rather than strictly situational. Additionally, if a character is stage spiked with their total launch speed being 3 units per frame or higher (3 units being half the launch speed of when teching is impossible), when they reach about 25 units below the camera boundary they will be KO'd before reaching the lower blast line, much like [[meteor smash]]es.


Self stage spiking is basically an unfortunate, failed recovery move. It's when the player tries to recover, but misses the ledge, and instead ends up hitting part of the stage, bouncing off, and then falling down as if they were [[spike]]d. [[Ness]] and [[Lucas]]' [[PK Thunder]] is an example of self stage spiking.
==Self-stage spiking==
[[File:StageSpike.jpg|thumb|Lucas' PK Thunder self-stage spike.]]
Self-stage spiking involves a failed [[recovery]] move. Self-stage spiking occurs when the player tries to recover, but instead, in addition to missing the ledge, ends up hitting part of the stage, bouncing off, and then falling down as if they were [[spike]]d. [[Ness]] and [[Lucas]], as part of their [[PK Thunder]] attacks, are particularly prone to self-stage spiking. [[Fox]], [[Falco]], [[Diddy Kong]], and [[Lucario]] are also prone to self-stage spiking, albeit to a lesser extent, due to them having more control over which direction their recoveries travel in.


==Stages that Stage Spike==
==Examples==
 
*[http://www.youtube.com/watch?v=Q4ccWL8EUvM Marth stage spiking with Dolphin Slash]
Mostly all stages have some part that may stage spike. A few of them are:
*[http://www.youtube.com/watch?v=TJHtfk8gK1U Ness stage spiking with his down smash]
 
*[http://www.youtube.com/watch?v=eWG8Usl-hLE Sonic stage spiking with his back aerial]
*The lips of [[Final Destination]].
 
*The lips of [[Battlefield]].
 
*The lips of [[Smashville]].
 
*The lowest platform of [[Temple]] if hit underneath. Also, the ceiling of the area entirely beneath the Temple.
 
*The bottom of the wing on the bottom right of [[Lylat System: Corneria]].
 
*Occasionally, underneath [[Frigate Orpheon]]'s symmetrical side.
 
*The head of the boat in [[Pirate Ship]].


*The Sides of [[Spear Pillar]] if hit underneath. However it is not easy to pull off.
==See also==
*[[Meteor smash]] - an attack that deals downward knockback but can be recovered from through [[meteor canceling]] in ''Melee'' and ''Brawl''.
*[[Semi-spike]] - an attack that hits the opponent at a low horizontal angle that hinders recovery opportunities.


*The underside of the center platform of [[Great Bay]].
{{AllGames|Techniques}}
 
[[Category:Game mechanics]]
==Examples==
*[http://www.youtube.com/watch?v=Q4ccWL8EUvM Marth's Dolphin Slash stage spike]
*[http://www.youtube.com/watch?v=TJHtfk8gK1U Ness's Yo-yo stage spike]
*[http://www.youtube.com/watch?v=eWG8Usl-hLE Sonic Stage Spiking]
{{stub}}
[[Category:Techniques]]
[[Category:Techniques (SSB)]]
[[Category:Techniques (SSBM)]]
[[Category:Techniques (SSBB)]]

Latest revision as of 09:02, April 12, 2023

Snake using his back aerial to stage spike Lucas in Brawl.
Marth punishing Zero Suit Samus's meteor cancel after a footstool spike by using Dolphin Slash to stage spike her.

A stage spike (officially known as an edge meteor) is what occurs when a fighter is knocked against part of the stage, which causes them to bounce downward in a similar fashion to a meteor smash. Stage spikes can be used as an edge-guarding or as a edge-guard breaking technique, depending on who is doing the stage spike. One example is Marth using his Dolphin Slash below the stage to knock a recovering opponent into the stage, knocking them out. Unlike meteors, stage spikes can easily occur by accident.

Applications[edit]

Stage spikes are most useful for characters who have difficulty KOing opponents otherwise (such as Sonic), though they are incredibly useful for any character as they provide the means for an early KO. Stage spikes usually occur when an opponent is recovering from below near the stage, where the edge-guarder can then drop off and hit the opponent with an aerial, knocking them into the stage and stage spiking as a result. Stage spikes also commonly occur to reckless edge-guarders, who get hit into the stage and stage spiked from the opponent's recovery move; this especially happens when a player attempts to edgehog too soon and runs out of their ledge invincibility before the opponent's recovery move hits them. The risk of getting stage spiked can serve as a significant deterrent to edge-guarding characters whose recovery moves deal high knockback, such as the aforementioned Marth and Meta Knight.

There are no flaws with stage spiking in the original Super Smash Bros., but the addition of teching on walls and ceilings in Super Smash Bros. Melee allows stage-spiked characters to completely nullify the knockback; as teching can be buffered in Melee by pressing the button before even taking the hit, this can be done with relative ease if the victim predicts it. Super Smash Bros. Brawl disables the ability to buffer techs in this way, which makes the timing more strict and makes stage spikes overall more effective. This ability was restored in Super Smash Bros. Ultimate, while also revamping the tech mechanics to make untechable situations knockback-based rather than strictly situational. Additionally, if a character is stage spiked with their total launch speed being 3 units per frame or higher (3 units being half the launch speed of when teching is impossible), when they reach about 25 units below the camera boundary they will be KO'd before reaching the lower blast line, much like meteor smashes.

Self-stage spiking[edit]

Lucas' PK Thunder self-stage spike.

Self-stage spiking involves a failed recovery move. Self-stage spiking occurs when the player tries to recover, but instead, in addition to missing the ledge, ends up hitting part of the stage, bouncing off, and then falling down as if they were spiked. Ness and Lucas, as part of their PK Thunder attacks, are particularly prone to self-stage spiking. Fox, Falco, Diddy Kong, and Lucario are also prone to self-stage spiking, albeit to a lesser extent, due to them having more control over which direction their recoveries travel in.

Examples[edit]

See also[edit]

  • Meteor smash - an attack that deals downward knockback but can be recovered from through meteor canceling in Melee and Brawl.
  • Semi-spike - an attack that hits the opponent at a low horizontal angle that hinders recovery opportunities.