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(Devs are practically phasing out angle damage differences; more than 4x as many attacks deal no different damage than those that do in Ultimate) |
(Based on this tweet https://twitter.com/venus23gg/status/1549243687951290369. CrazyHand shows the mid angles for everyone in the dropdown, but most are either empty or point to another angle) |
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{{disambig2|tilt and smash attack angling|the shielding technique|Shield stab#Shield angling|Shield angling}} | {{disambig2|tilt and smash attack angling|the shielding technique|Shield stab#Shield angling|Shield angling}} | ||
[[File:LuigiAngles.jpg|thumb|right|200px|Luigi using his forward smash in various angles.]] | [[File:LuigiAngles.jpg|thumb|right|200px|Luigi using his forward smash in various angles.]] | ||
'''Angling''' (officially known as '''shifting''') is the ability for a [[character]] to alter the direction of a [[forward tilt]] or [[forward smash]]. For example, angling a punch attack up will generally cause the character to punch diagonally upwards instead of straight forward, while angling it down will tend to cause the character to punch diagonally downwards. Additionally, some attacks will deal slightly altered damage amounts when angled, with attacks typically dealing 1-2% more damage when angled up and 1% less damage when angled down. Starting in ''Smash 4'' it became common for angled attacks to have no damage difference to the non-angled attacks, along with some angled attacks starting to deal more damage when angled down. On the whole, attacks can only be angled if they are a straight punch, kick, or similar strike; attacks that cover vertical ground (such as an overhead sword slash) have no purpose for angling. | '''Angling''' (officially known as '''shifting''') is the ability for a [[character]] to alter the direction of a [[forward tilt]] or [[forward smash]]. For example, angling a punch attack up will generally cause the character to punch diagonally upwards instead of straight forward, while angling it down will tend to cause the character to punch diagonally downwards. Additionally, some attacks will deal slightly altered damage amounts when angled, with attacks typically dealing 1-2% more damage when angled up and 1% less damage when angled down. Starting in ''Super Smash Bros. 4'' it became common for angled attacks to have no damage difference to the non-angled attacks, along with some angled attacks starting to deal more damage when angled down. On the whole, attacks can only be angled if they are a straight punch, kick, or similar strike; attacks that cover vertical ground (such as an overhead sword slash) have no purpose for angling. | ||
Angling attacks downwards can aid in striking short or [[crouch]]ing characters such as [[Pikachu]] or [[Kirby]] in cases where the regular attack would miss just overhead, but most attacks deal slightly less damage when angled down as mentioned previously. Angling upwards is useful for intercepting aerial characters and often comes with the aforementioned slight damage bonus, but the aforementioned short characters will be even more able to avoid it. Angling can also help with [[edgeguarding]]; {{SSBM|Ganondorf}}'s and {{SSBM|Falco}}'s forward tilts in ''[[Melee]]'' are prime examples of forward tilts that are more useful at guarding the area around the edge when angled down. | Angling attacks downwards can aid in striking short or [[crouch]]ing characters such as [[Pikachu]] or [[Kirby]] in cases where the regular attack would miss just overhead, but most attacks deal slightly less damage when angled down as mentioned previously. Angling upwards is useful for intercepting aerial characters and often comes with the aforementioned slight damage bonus, but the aforementioned short characters will be even more able to avoid it. Angling can also help with [[edgeguarding]]; {{SSBM|Ganondorf}}'s and {{SSBM|Falco}}'s forward tilts in ''[[Super Smash Bros. Melee]]'' are prime examples of forward tilts that are more useful at guarding the area around the edge when angled down. | ||
To angle a forward tilt, the player must hold the control stick diagonally up or down when inputting the tilt. Angling forward smashes works differently, and depends on the game. In ''Melee'', angling smash attacks is somewhat difficult; the player has to hold the direction of the C-Stick or [[control stick]] at a precise angle between forward and diagonally while inputting the forward smash (which the [[GameCube controller]]'s control sticks have no indentation for, making it even more difficult). Holding the sticks diagonally up or diagonally down inputs an up smash or down smash instead of an angled forward smash (unlike with tilts). From ''[[Brawl]]'' onward, the player can angle forward smashes by holding up/down immediately after initiating it (or while charging the smash), making it significantly easier and simpler to do. Using the [[Wii Remote]], it is impossible to angle a forward tilt upwards without an input earlier for the same reason as an [[up tilt]] (due to lack of a control stick); however, it is possible to execute a downwards forward tilt by crouching first and using a forward tilt while getting up. | To angle a forward tilt, the player must hold the control stick diagonally up or down when inputting the tilt. Angling forward smashes works differently, and depends on the game. In ''Melee'', angling smash attacks is somewhat difficult; the player has to hold the direction of the C-Stick or [[control stick]] at a precise angle between forward and diagonally while inputting the forward smash (which the [[GameCube controller]]'s control sticks have no indentation for, making it even more difficult). Holding the sticks diagonally up or diagonally down inputs an up smash or down smash instead of an angled forward smash (unlike with tilts). From ''[[Super Smash Bros. Brawl]]'' onward, the player can angle forward smashes by holding up/down immediately after initiating it (or while charging the smash), making it significantly easier and simpler to do. Using the [[Wii Remote]], it is impossible to angle a forward tilt upwards without an input earlier for the same reason as an [[up tilt]] (due to lack of a control stick); however, it is possible to execute a downwards forward tilt by crouching first and using a forward tilt while getting up. | ||
Attacks that can be angled generally have three possible angles: up, side (or neutral), and down. In ''[[Smash | Attacks that can be angled generally have three possible angles: up, side (or neutral), and down. In the original ''[[Super Smash Bros.]]'' and ''Melee'', some attacks have up to 5 angles, though in ''Melee'' every mid-up or mid-down angle is nearly identical to another angle. | ||
==List of attacks that can be angled== | ==List of attacks that can be angled== | ||
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|style="text-align:left"|[[Byleth]]|| || || || || || || || ||{{N}}||{{Y}} | |style="text-align:left"|[[Byleth]]|| || || || || || || || ||{{N}}||{{Y}} | ||
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|style="text-align:left"|[[Captain Falcon]]||{{Angle|5}}||{{Angle|3}}||{{ | |style="text-align:left"|[[Captain Falcon]]||{{Angle|5}}||{{Angle|3}}||{{Angle|5}}||{{Y}}||{{Y}}||{{Y}}||{{Y}}||{{Y}}||{{Y}}||{{Y}} | ||
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|style="text-align:left"|[[Charizard]]|| || || || ||{{N}}||{{N}}||{{Y}}||{{N}}||{{Y}}||{{N}} | |style="text-align:left"|[[Charizard]]|| || || || ||{{N}}||{{N}}||{{Y}}||{{N}}||{{Y}}||{{N}} | ||
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|style="text-align:left"|[[Duck Hunt]]|| || || || || || ||{{Y}}||{{N}}||{{Y}}||{{N}} | |style="text-align:left"|[[Duck Hunt]]|| || || || || || ||{{Y}}||{{N}}||{{Y}}||{{N}} | ||
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|style="text-align:left"|[[Falco]]|| || ||{{ | |style="text-align:left"|[[Falco]]|| || ||{{Angle|5}}||{{N}}||{{Y}}||{{N}}||{{Y}}||{{N}}||{{Y}}||{{N}} | ||
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|style="text-align:left"|[[Fox]]||{{Angle|5}}||{{N}}||{{ | |style="text-align:left"|[[Fox]]||{{Angle|5}}||{{N}}||{{Angle|5}}||{{N}}||{{Y}}||{{N}}||{{Y}}||{{N}}||{{Y}}||{{N}} | ||
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|style="text-align:left"|[[Ganondorf]]|| || ||{{ | |style="text-align:left"|[[Ganondorf]]|| || ||{{Angle|5}}||{{Y}}||{{N}}||{{Y}}||{{N}}||{{Y}}||{{N}}||{{N}} | ||
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|style="text-align:left"|[[Greninja]]|| || || || || || ||{{Y}}||{{N}}||{{Y}}||{{N}} | |style="text-align:left"|[[Greninja]]|| || || || || || ||{{Y}}||{{N}}||{{Y}}||{{N}} | ||
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|style="text-align:left"|[[Ice Climbers]]|| || ||{{ | |style="text-align:left"|[[Ice Climbers]]|| || ||{{Angle|5}}||{{N}}||{{Y}}||{{N}}|| || ||{{Y}}||{{N}} | ||
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|style="text-align:left"|[[Ike]]|| || || || ||{{Y}}||{{N}}||{{Y}}||{{N}}||{{Y}}||{{N}} | |style="text-align:left"|[[Ike]]|| || || || ||{{Y}}||{{N}}||{{Y}}||{{N}}||{{Y}}||{{N}} | ||
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|style="text-align:left"|[[Min Min]]<ref name=minmin group=n>{{SSBU|Min Min}} can also angle her held jab, and her angleable attacks can also be angled when performed with the special button. However, {{SSBU|Kirby}} cannot angle his neutral special when copying her.</ref> || || || || || || || || ||{{Y}}||{{Y}} | |style="text-align:left"|[[Min Min]]<ref name=minmin group=n>{{SSBU|Min Min}} can also angle her held jab, and her angleable attacks can also be angled when performed with the special button. However, {{SSBU|Kirby}} cannot angle his neutral special when copying her.</ref> || || || || || || || || ||{{Y}}||{{Y}} | ||
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|style="text-align:left"|[[Ness]]||{{Angle|3}}||{{N}}||{{ | |style="text-align:left"|[[Ness]]||{{Angle|3}}||{{N}}||{{Angle|5}}||{{N}}||{{Y}}||{{N}}||{{Y}}||{{N}}||{{Y}}||{{N}} | ||
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|style="text-align:left"|[[Pac-Man]]|| || || || || || ||{{Y}}||{{N}}||{{Y}}||{{N}} | |style="text-align:left"|[[Pac-Man]]|| || || || || || ||{{Y}}||{{N}}||{{Y}}||{{N}} | ||
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|style="text-align:left"|[[Rosalina]]|| || || || || || ||{{N}}||{{Y}}||{{N}}||{{Y}} | |style="text-align:left"|[[Rosalina]]|| || || || || || ||{{N}}||{{Y}}||{{N}}||{{Y}} | ||
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|style="text-align:left"|[[Samus]]||{{Angle|5}}||{{Angle|5}}||{{ | |style="text-align:left"|[[Samus]]||{{Angle|5}}||{{Angle|5}}||{{Angle|5}}||{{Angle|5}}||{{Y}}||{{Y}}||{{Y}}||{{Y}}||{{Y}}||{{Y}} | ||
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|style="text-align:left"|[[Sephiroth]]|| || || || || || || || ||{{Y}}||{{N}} | |style="text-align:left"|[[Sephiroth]]|| || || || || || || || ||{{Y}}||{{N}} | ||
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|style="text-align:left"|[[Wolf]]|| || || || ||{{Y}}||{{N}}|| || ||{{Y}}||{{N}} | |style="text-align:left"|[[Wolf]]|| || || || ||{{Y}}||{{N}}|| || ||{{Y}}||{{N}} | ||
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|style="text-align:left"|[[Yoshi]]||{{Angle|3}}||{{Angle|3}}||{{ | |style="text-align:left"|[[Yoshi]]||{{Angle|3}}||{{Angle|3}}||{{Angle|5}}||{{Y}}||{{Y}}||{{Y}}||{{Y}}||{{Y}}||{{Y}}||{{Y}} | ||
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|style="text-align:left"|[[Zelda]]|| || ||{{ | |style="text-align:left"|[[Zelda]]|| || ||{{Angle|5}}||{{N}}||{{Y}}||{{N}}||{{Y}}||{{N}}||{{Y}}||{{N}} | ||
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|style="text-align:left"|[[Zero Suit Samus]]|| || || || ||{{Y}}||{{N}}||{{Y}}||{{N}}||{{Y}}||{{Y}} | |style="text-align:left"|[[Zero Suit Samus]]|| || || || ||{{Y}}||{{N}}||{{Y}}||{{N}}||{{Y}}||{{Y}} |
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