Angling: Difference between revisions
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{{ | {{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, most 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 (though some attacks deviate from this). 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, most 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 (though some attacks deviate from this). 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. | ||
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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 ''[[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, | 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. | ||
Attacks that can be angled generally have three possible angles: up, side (or neutral), and down. In ''[[Smash 64]]'', some attacks have up to 5 angles. | Attacks that can be angled generally have three possible angles: up, side (or neutral), and down. In ''[[Smash 64]]'', some attacks have up to 5 angles. | ||
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!width=50%|Character | !width=50%|Character | ||
!width=25%|Forward | !width=25%|Forward tilt | ||
!width=25%|Forward | !width=25%|Forward smash | ||
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|style="text-align:left"|{{head|Luigi|g=SSB|s=16px}} {{SSB|Luigi}} || {{Angle|3}} || {{Angle|5}} | |style="text-align:left"|{{head|Luigi|g=SSB|s=16px}} {{SSB|Luigi}} || {{Angle|3}} || {{Angle|5}} | ||
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!width=50%|Character | !width=50%|Character | ||
!width=25%|Forward | !width=25%|Forward tilt | ||
!width=25%|Forward | !width=25%|Forward smash | ||
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|style="text-align:left"|{{head|Dr. Mario|g=SSBM|s=16px}} {{SSBM|Dr. Mario}} || {{Y}} || {{Y}} | |style="text-align:left"|{{head|Dr. Mario|g=SSBM|s=16px}} {{SSBM|Dr. Mario}} || {{Y}} || {{Y}} | ||
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!width=50%|Character | !width=50%|Character | ||
!width=25%|Forward | !width=25%|Forward tilt | ||
!width=25%|Forward | !width=25%|Forward smash | ||
|- | |- | ||
|style="text-align:left"|{{head|Mario|g=SSBB|s=16px}} {{SSBB|Mario}} || {{Y}} || {{Y}} | |style="text-align:left"|{{head|Mario|g=SSBB|s=16px}} {{SSBB|Mario}} || {{Y}} || {{Y}} | ||
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!width=50%|Character | !width=50%|Character | ||
!width=25%|Forward | !width=25%|Forward tilt | ||
!width=25%|Forward | !width=25%|Forward smash | ||
|- | |- | ||
|style="text-align:left"|{{head|Mario|g=SSB4|s=16px}} {{SSB4|Mario}} || {{Y}} || {{Y}} | |style="text-align:left"|{{head|Mario|g=SSB4|s=16px}} {{SSB4|Mario}} || {{Y}} || {{Y}} |
Revision as of 23:34, January 3, 2019
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, most 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 (though some attacks deviate from this). 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 crouching 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; Ganondorf's and 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.
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.
Attacks that can be angled generally have three possible angles: up, side (or neutral), and down. In Smash 64, some attacks have up to 5 angles.
Characters that can angle their attacks
Super Smash Bros.[1]
Character | Forward tilt | Forward smash |
---|---|---|
Luigi | ||
Mario | ||
Donkey Kong | ||
Samus | ||
Captain Falcon | ||
Ness | ||
Yoshi | ||
Kirby | ||
Fox | ||
Pikachu | ||
Jigglypuff |
Super Smash Bros. Melee
Character | Forward tilt | Forward smash |
---|---|---|
Dr. Mario | ||
Mario | ||
Luigi | ||
Bowser | ||
Yoshi | ||
Donkey Kong | ||
Captain Falcon | ||
Ganondorf | ||
Falco | ||
Fox | ||
Ness | ||
Ice Climbers | ||
Kirby | ||
Samus | ||
Pikachu | ||
Jigglypuff | ||
Mewtwo | ||
Zelda |
Super Smash Bros. Brawl
Character | Forward tilt | Forward smash |
---|---|---|
Mario | ||
Luigi | ||
Bowser | ||
Donkey Kong | ||
Diddy Kong | ||
Yoshi | ||
Wario | ||
Zelda | ||
Ganondorf | ||
Samus | ||
Zero Suit Samus | ||
Ice Climbers | ||
R.O.B. | ||
Kirby | ||
Fox | ||
Falco | ||
Wolf | ||
Captain Falcon | ||
Pikachu | ||
Squirtle | ||
Ivysaur | ||
Lucario | ||
Jigglypuff | ||
Ike | ||
Ness | ||
Lucas | ||
Sonic |
Super Smash Bros. 4
Character | Forward tilt | Forward smash |
---|---|---|
Mario | ||
Luigi | ||
Bowser | ||
Yoshi | ||
Rosalina | ||
Bowser Jr. | ||
Wario | ||
Donkey Kong | ||
Diddy Kong | ||
Little Mac | ||
Zelda | ||
Ganondorf | ||
Samus | ||
Zero Suit Samus | ||
Ike | ||
Duck Hunt | ||
Kirby | ||
Fox | ||
Falco | ||
Pikachu | ||
Charizard | ||
Lucario | ||
Jigglypuff | ||
Greninja | ||
R.O.B. | ||
Ness | ||
Captain Falcon | ||
Shulk | ||
Dr. Mario | ||
Pac-Man | ||
Sonic | ||
Mewtwo | ||
Lucas | ||
Corrin | ||
Mii Brawler |
Examples of moves with notable angling properties
- In Melee, Mario, Luigi and Dr. Mario's forward tilts when angled downwards deal a very weak level of set knockback at the Sakurai angle.
- In Brawl, if Luigi angles his forward smash upwards, it has additional IASA frames, making it more difficult to punish. The move also does higher damage (and therefore knockback), making the move's already very strong knockback scaling especially immense.
- In Brawl, when Luigi's forward tilt is angled downward, it deals no knockback at all.
- In SSB4, Little Mac's forward smash becomes different types of attacks when angled; no angle is a straight punch, up angled is an uppercut, and down angled is a body hook. Not only do the animations change, but the different attacks have radically different knockback, angles of knockback, and even shield damage, with the low-angled body blow being especially damaging on shields.