Forward tilt: Difference between revisions
→Notable forward tilts
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*[[Sheik]]'s forward tilt possesses low lag, hits in a wide arc, and deals vertical knockback, allowing it to reliably combo multiple times into itself at low to mid percents, and into other attacks past those percents. Particularly in ''Brawl'', it is infamous for being able to combo into itself for much longer than usual, due to the severe effect [[stale-move negation]] has on knockback, even to the point of being able to pull off guaranteed [[zero-to-death]] combos on fast fallers such as {{SSBB|Fox}} and {{SSBB|Wolf}}, while still racking up a noticeably large amount of damage on the rest of the cast. | *[[Sheik]]'s forward tilt possesses low lag, hits in a wide arc, and deals vertical knockback, allowing it to reliably combo multiple times into itself at low to mid percents, and into other attacks past those percents. Particularly in ''Brawl'', it is infamous for being able to combo into itself for much longer than usual, due to the severe effect [[stale-move negation]] has on knockback, even to the point of being able to pull off guaranteed [[zero-to-death]] combos on fast fallers such as {{SSBB|Fox}} and {{SSBB|Wolf}}, while still racking up a noticeably large amount of damage on the rest of the cast. | ||
*Snake's forward tilt is one of his most reliable close-range options, especially in ''Brawl'', due to its fast startup (hitting on frame 4), very high damage for a tilt if both hits are used, long-range, and the second hit's ability to KO at high percents. Along with his up tilt, it is one of his fastest KO options. | *Snake's forward tilt is one of his most reliable close-range options, especially in ''Brawl'', due to its fast startup (hitting on frame 4), very high damage for a tilt if both hits are used, long-range, and the second hit's ability to KO at high percents. Along with his up tilt, it is one of his fastest KO options. | ||
*[[Ganondorf]]'s forward tilt from ''Brawl'' onward deals powerful [[semi-spike]] knockback, while also having deceptively fast startup (hitting on frame 10), making it notoriously effective near edges especially against characters with poor recoveries. | *[[Ganondorf]]'s forward tilt from ''Brawl'' onward deals powerful [[semi-spike]] knockback, while also having deceptively fast startup (hitting on frame 10), making it notoriously effective near edges especially against characters with poor recoveries. It is however unusually slow compared to all tilt attacks in the entire series. | ||
*{{SSBU|Pichu}}'s forward tilt in ''Ultimate'', while having short-range and causing recoil damage, is very quick and has a guaranteed chance of [[tripping]] opponents, making it excellent for starting combos until percents at which the opponents are lifted off the ground. Prior to update 3.1.0, the move was infamous for its KO power at high percentages along with its quick startup, minimal ending lag, and 8 active frames. In 3.1.0 the move was weakened, KOing considerably later. However, this allowed trip conversions to work at later percents. | *{{SSBU|Pichu}}'s forward tilt in ''Ultimate'', while having short-range and causing recoil damage, is very quick and has a guaranteed chance of [[tripping]] opponents, making it excellent for starting combos until percents at which the opponents are lifted off the ground. Prior to update 3.1.0, the move was infamous for its KO power at high percentages along with its quick startup, minimal ending lag, and 8 active frames. In 3.1.0 the move was weakened, KOing considerably later. However, this allowed trip conversions to work at later percents. | ||
*{{SSBU|Simon}} and {{SSBU|Richter}}'s forward tilt in ''[[Ultimate]]'' has a moderate startup, but the long disjointed range and notoriously low ending lag relative to it. As a result, it is one of the safest tilts in the game, and a staple of the Belmonts' [[neutral game]]. It also changes into a different move upon holding the attack button, turning into the Whip Twirl which can block weak projectiles but has no usage due to its short range. | *{{SSBU|Simon}} and {{SSBU|Richter}}'s forward tilt in ''[[Ultimate]]'' has a moderate startup, but the long disjointed range and notoriously low ending lag relative to it. As a result, it is one of the safest tilts in the game, and a staple of the Belmonts' [[neutral game]]. It also changes into a different move upon holding the attack button, turning into the Whip Twirl which can block weak projectiles but has no usage due to its short range. | ||
*{{SSBU|Wii Fit Trainer}}'s forward tilt is the only one in the series that has an entirely different function depending on whether the move connects in front of or behind Wii Fit Trainer. While the front hit sends the opponent away horizontally with good kill power, the back hit sends the opponent straight up and is better suited for early percent combos. | *{{SSBU|Wii Fit Trainer}}'s forward tilt is the only one in the series that has an entirely different function depending on whether the move connects in front of or behind Wii Fit Trainer. While the front hit sends the opponent away horizontally with good kill power, the back hit sends the opponent straight up and is better suited for early percent combos. It is also the only forward tilt that can hit on both sides. | ||
*{{SSBU|Mr. Game and Watch}}'s forward tilt is widely feared due to its fast startup, long-lasting hitbox, and very high power. | *{{SSBU|Mr. Game and Watch}}'s forward tilt is widely feared due to its fast startup, long-lasting hitbox, and very high power. | ||
*{{SSBM|Mario}}'s and {{SSBM|Luigi}}'s forward tilts in ''[[Super Smash Bros. Melee]]'' have weird properties when angled downward. The set knockback of the move is set as 1 for both of them, rendering their downward angled moves impossible to KO with, even at 999%. {{SSBB|Luigi}} in ''[[Brawl]]'' will retain this property, while {{SSBB|Mario}} will lose it from that game onward. | *{{SSBM|Mario}}'s and {{SSBM|Luigi}}'s forward tilts in ''[[Super Smash Bros. Melee]]'' have weird properties when angled downward. The set knockback of the move is set as 1 for both of them, rendering their downward angled moves impossible to KO with, even at 999%. {{SSBB|Luigi}} in ''[[Brawl]]'' will retain this property, while {{SSBB|Mario}} will lose it from that game onward. |