Side special move: Difference between revisions
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[[File:SSBUWebsiteCloud3.jpg|thumb|275px|Cloud's side special move, Cross Slash in Ultimate.]] | [[File:SSBUWebsiteCloud3.jpg|thumb|275px|Cloud's side special move, Cross Slash in Ultimate.]] | ||
The '''side special move''' (also commonly called | The '''side special move''' (also commonly called '''side B''' or '''forward B''') is a [[special attack]] performed by pressing the special move button with the control stick held left or right. | ||
Not counting [[Final Smash]]es, the side special is the only special attack to originate in a game other than the original ''[[Super Smash Bros.]]'' - namely, in ''[[Super Smash Bros. Melee]]''. In the original, pressing the special button with the stick held sideways would result in a [[neutral special move]]. With the introduction of side specials in ''Melee'', some characters' neutral specials were changed to be side specials, with a new neutral special taking their place. | Not counting [[Final Smash]]es, the side special is the only special attack to originate in a game other than the original ''[[Super Smash Bros.]]'' - namely, in ''[[Super Smash Bros. Melee]]''. In the original, pressing the special button with the stick held sideways would result in a [[neutral special move]]. With the introduction of side specials in ''Melee'', some characters' neutral specials were changed to be side specials, with a new neutral special taking their place. |
Revision as of 13:52, January 15, 2022
The side special move (also commonly called side B or forward B) is a special attack performed by pressing the special move button with the control stick held left or right.
Not counting Final Smashes, the side special is the only special attack to originate in a game other than the original Super Smash Bros. - namely, in Super Smash Bros. Melee. In the original, pressing the special button with the stick held sideways would result in a neutral special move. With the introduction of side specials in Melee, some characters' neutral specials were changed to be side specials, with a new neutral special taking their place.
Many side specials involve either significant sideways character movement or a projectile that has a better horizontal range than the user's other projectiles. As a result, many can be utilized as approaches, while those that grant a movement boost tend to be a fighter's horizontal recovery move.
Smash special move
Some side special moves are different depending on whether or not the control stick (or pad) is tapped/"smashed" or simply tilted to the side. The side special moves affected by this are:
- Link, Young Link and Toon Link's Boomerang: Flies a further distance and at a faster speed, also dealing more damage. Gale Boomerang is also affected, but its damage is not increased.
- Samus and Dark Samus's Missiles: Instead of the regular missile, a more powerful, faster, non-homing missile known as a Super Missile is fired. The Mii Gunner's Gunner Missiles also have this property.
- Pikachu's Skull Bash: Starts off already slightly charged.
- Luigi's Green Missile: Starts off slightly charged.
- Peach Bomber (Smash 4, Ultimate) and Daisy Bomber: Flies a further distance and travels at a faster speed.
- Ivysaur's Razor Leaf: Travels faster and is more powerful, but its trajectory cannot be arced as effectively.
- Diddy Kong's Monkey Flip: Flies faster and farther.
- Wario's Wario Bike: Moves faster and deals more damage.
- Duck Hunt's Clay Shooting: Moves faster and does more damage on contact. In the case of Clay Break it will never break until the 3rd hit, while in the case of Rising Clay it scales in damage faster and arcs up lower and later.
- Mii Brawler's Burning Dropkick: Starts off slightly charged.
- Mii Swordfighter's Airborne Assault: Starts off slightly charged.
- Mii Swordfighter's Chakram: Flies much farther, dealing more damage.
- Palutena's Explosive Flame (Ultimate): The distance of the explosion is increased.
- Simon and Richter's Cross: Travels farther and faster.
- Isabelle's Fishing Rod: The line travels a further distance and at a faster speed.
- King Dedede's Gordo Throw: Gordos will travel farther and faster.
- Byleth's Areadbhar: Byleth travels farther forward during the swing.
- Pyra's Blazing End: The thrown sword travels farther and hits one more time.
Reverse side special move
In Brawl, SSB4 and Ultimate, most side special moves can be reversed in the first few frames, although the usefulness is questionable since any character can quickly turn around on the spot and immediately perform their side special move. The only true use for a reverse side special is while running; when running, the player cannot use their side special backward without having to stop or turn around first. The reverse side special can be done while running and gives certain characters boosts when turning around, the most notable boosts being Donkey Kong's and Luigi's reverse side specials, where the former gets a quick boost backward and has an unsurprising hit, and the latter will keep sliding forward while being able to charge his move.
List of side special moves
Character | Move | Description |
---|---|---|
Banjo & Kazooie | Wonderwing | Banjo charges forward as Kazooie shields him with her wings. This move overrides almost any attack, although they are still open to grabs. It can only be used five times per stock, not allowed to be used again until he gets KOed |
Bayonetta | Heel Slide / After Burner Kick | When used on the ground, Bayonetta attacks with Heel Slide, a sliding kick. When used in air, it becomes After Burner Kick, a diagonal diving kick that can be angled up or down. |
Bowser | Koopa Klaw | A claw swipe that launches opponents near the edge of its range, and grabs opponents close by. |
Flying Slam | Bowser grabs opponents with a claw swipe, then pulls them into a flying body slam. | |
Bowser Jr. | Clown Kart Dash | The Koopa Clown Car gains wheels and accelerates forward at high speed. Can be stopped by turning around. |
Byleth | Areadbhar | Byleth swings the lance forward in a large arc. |
Captain Falcon | Raptor Boost | Captain Falcon lunges forward, and if an opponent is in his path, he delivers a powerful uppercut. In the air, this becomes an overhand punch with meteor smash properties. |
Charizard | Rock Smash | Charizard produces a boulder and smashes it with its head. |
Flare Blitz | Charizard rushes forward while surrounded with flames. Deals recoil damage. | |
Chrom | Double-Edge Dance | Similar to Roy's version, but it lacks a sweetspot or sourspot on Chrom's blade, and all three final hits lack the flame effect, making it largely the same as Lucina's Dancing Blade instead. |
Cloud | Cross Slash | Cloud slashes the air in front of him in a set pattern. The non-Limit version is performed one hit at a time with repeated button presses. |
Corrin | Dragon Lunge | Corrin's arm transforms into a long lance that can pin grounded opponents in place. |
Daisy | Daisy Bomber | Functions the same as Peach's Peach Bomber, but has a powerful floral explosion upon impact from her butt and has other floral effects and symbols in place of heart effects. |
Dark Pit | Electroshock Arm | Almost the same as Pit's Upperdash Arm, but deals more damage and sends opponents at a significantly lower trajectory. It also has an electric effect. |
Dark Samus | Missile | Identical to Samus's Missile. |
Diddy Kong | Monkey Flip | Diddy Kong flips forward. It can cling onto opponents on contact, or the button can be pressed again to deliver a kick instead. |
Donkey Kong | Headbutt | Donkey Kong headbutts forwards, burying grounded opponents and meteor smashing airborne ones. |
Dr. Mario | Super Sheet | Similar to Mario's Cape, but Dr. Mario swings a sheet instead, having less horizontal range in exchange for more vertical range, and doesn't stall Dr. Mario in midair. |
Duck Hunt | Clay Shooting | Duck Hunt throws a clay pigeon. Pressing the button again before the projectile disappears will hit it with Zapper shots. |
Falco | Falco Phantasm | Functions similarly to Fox's Fox Illusion. However, it travels at a lesser distance (except in Brawl) and meteor smashes airborne opponents on impact. |
Fox | Fox Illusion | Fox dashes forward from point to point at high speed, leaving afterimages in his wake. |
Ganondorf | Gerudo Dragon | Functions similarly to Captain Falcon's Raptor Boost, but with the darkness effect; it also lacks the ability to meteor smash midair opponents. |
Flame Choke | Ganondorf lunges forward, grabbing an opponent in his path and launching them straight down into the ground. | |
Greninja | Shadow Sneak | Greninja's shadow begins to move along the ground when this move is activated. When the button is released, Greninja will appear at the shadow and deliver a quick kick. Greninja can still be controlled while the button is held. |
Hero | Zap/Zapple/Kazap | The Hero uses lightning magic. A normal input is Zap, a short electric blast forward, but the move can be charged into Zapple, where the Hero shoots electricity forward and a lightning bolt strikes down, and Kazap, an attack where lightning strikes the Hero's sword before he slashes around himself. |
Ice Climbers | Squall Hammer | The Ice Climbers begin spinning in tandem, dealing multiple hits with their hammers. |
Ike | Quick Draw | Ike charges in place as long as the button is held, then rushes forward, striking with his sword if an opponent is in his path. |
Incineroar | Alolan Whip | Incineroar tosses opponents at the ropes of a wrestling ring. When the opponent bounces back, pressing the button again with the right timing delivers a follow-up attack. |
Inkling | Splat Roller | Inkling runs along the ground with the Splat Roller held out, burying grounded opponents. |
Isabelle | Fishing Rod | Isabelle casts a fishing line, which can reel in and then throw opponents. |
Ivysaur | Razor Leaf | Ivysaur throws a single large leaf projectile. |
Jigglypuff | Pound | Jigglypuff slides forward with a single punch. The move can be angled in midair. |
Joker | Eiha / Eigaon | Joker sends out a projectile aimed downwards. If it hits an opponent, it will do a small amount of damage, but leave a poison effect. When Arsène is summoned, this move becomes Eigaon. The projectile now hits multiple times and the poison effect lasts for longer. |
Kazuya | Devil Fist | Kazuya turns into Devil Kazuya for a brief moment and performs a rushing straight lunge against the opponent, knocking them in the air. If he is close to them, they will crumble with added electric effect, dealing more damage. Has a short range. |
Ken | Tatsumaki Senpukyaku | Functions similarly to Ryu's Tatsumaki Senpukyaku, but deals multiple hits instead of one strong one. |
King Dedede | Waddle Dee Toss | King Dedede randomly throws a Waddle Dee, Waddle Doo, or Gordo. |
Gordo Throw | King Dedede throws a Gordo by launching it with his hammer. | |
King K. Rool | Crownerang | King K. Rool throws his crown forward, which then returns to him like a boomerang. If the crown is blocked, it can be picked up by opponents like an item. |
Kirby | Hammer | Kirby swings his hammer horizontally. When used in midair, Kirby flips the hammer in a pinwheel motion instead. |
Hammer Flip | Same function as above, but gains the ability to be charged with a flame effect for increased power, but it can do recoil damage if charged for too long. | |
Link | Boomerang | Link throws his Boomerang forward. The projectile can be angled. |
Gale Boomerang | Link throws the Gale Boomerang, which has an additional windbox beyond its damaging hitbox. | |
Little Mac | Jolt Haymaker | Little Mac lunges forward, then delivers an arcing punch. Pressing the button during the lunge causes the punch to come out more quickly. |
Lucario | Force Palm | Lucario produces a small burst of aura in front of it. Nearby opponents will be grabbed and then launched. |
Lucas | PK Fire | Behaves differently from Ness's PK Fire, with the attack traveling horizontally midair and dealing a single strong hit instead of multiple weak hits. If used in the air, the attack will travel horizontally. |
Lucina | Dancing Blade | Similar to Marth's Dancing Blade, but it lacks a sweetspot or sourspot. |
Luigi | Green Missile | Luigi charges in place, then flies forward headfirst. It has a 1/10 (1/8 in Melee and Brawl) chance to "misfire," going much further and gaining in power. |
Mario | Cape | Mario swings his cape, reversing opponents and reflecting projectiles. |
Marth | Dancing Blade | Pressing the button repeatedly will deliver up to four sword strikes. Each one has a different pattern if angled up, forward, or down. |
Mega Man | Crash Bomber | Mega Man launches a Crash Bomb forward, which will stick to opponents for a few seconds before exploding. The bomb can be transferred between fighters on contact. |
Meta Knight | Drill Rush | Meta Knight rushes forward with a corkscrew motion, dealing multiple hits. |
Mewtwo | Confusion | Mewtwo creates a psychic disturbance in front of it, reflecting projectiles and momentarily causing opponents to tumble in place. |
Mii Brawler | Onslaught | Mii Brawler charges forward. If the rush connects, a flurry of kicks follows. |
Mii Gunner | Flame Pillar | Mii Gunner fires a small flame projectile which bursts on contact with opponents or the ground. |
Mii Swordfighter | Airborne Assault | Mii Swordfighter charges up then pinwheels forward with sword extended. |
Min Min | Punch | Min Min punches forward with her right ARM. She can move and jump while using it. |
Mr. Game & Watch | Judge | Mr. Game & Watch swings his hammer, producing a number between 1 and 9. Each number causes a different effect. |
Mythra | Photon Edge | Charges forward while slashing six times in front of herself in quick succession, teleporting each time she slashes. |
Ness | PK Fire | Ness throws a short-ranged fire projectile with multiple strikes. If airborne, the attack will angle towards the ground. |
Olimar | Pikmin Throw | Olimar throws his current Pikmin ahead. All colors of Pikmin will latch onto the opponent and deal damage doing different damaging effects except Purple Pikmin, which deliver a single launching hit. |
Pac-Man | Power Pellet | Pac-Man produces a Power Pellet, then turns into his iconic sprite form and rushes forward to chomp on it. The Power Pellet's path can be briefly controlled as it extends outward, which in turns controls Pac-Man's path when he moves toward it. |
Palutena | Reflect Barrier | Palutena produces a rectangular barrier which reflects projectiles. |
Explosive Flame | Palutena summons a spherical explosion a set distance in front of her. The explosion expands briefly, trapping opponents and hitting multiple times. | |
Peach | Peach Bomber | Peach does a slight stationary twirl and lunges sideways creating heart effects and creates a powerful heart explosion on impact with her butt, bouncing off and launching any opponent hit by the explosion in the way. |
Pichu | Skull Bash | Functions similarly to Pikachu's Skull Bash. However, it travels further and inflicts recoil damage. |
Pikachu | Pikachu charges in place then flies forward headfirst. | |
Piranha Plant | Poison Breath | Piranha Plant charges up a cloud of poison, changes its color to yellow with red spots. |
Pit | Angel Ring | Pit does a short dash forward, twirling his blades in a circle. |
Upperdash Arm | Pit lunges forward, delivering an uppercut if an opponent is in his path. Reflects projectiles and can armor through attacks. | |
Pyra | Blazing End | Telekinetically throws the Aegis Sword set ablaze in front of her, which spins, hitting multiple times before returning to her. The move can be smash inputted to increase the sword's travel distance, which also adds one more hit to the Aegis Sword. |
Richter | Cross | Identical to Simon's Cross. |
Ridley | Space Pirate Rush | Ridley grabs opponents and rushes forward, dragging them along the ground to inflict damage. |
R.O.B. | Arm Rotor | R.O.B. rapidly spins his arms around his body like a top, dealing multiple hits and reflecting projectiles. |
Robin | Arcfire | Robin shoots a fireball diagonally downwards over a short range. If it strikes the ground or an opponents, it bursts into a multi-hitting pillar of flame. |
Rosalina | Star Bits | Luma shoots several Star Bits ahead over a short range. |
Roy | Double-Edge Dance | Functions similarly to Marth's Dancing Blade, but the sweetspot and sourspot placements are reversed, and all three final hits have the flame effect. |
Ryu | Tatsumaki Senpukyaku | Ryu flies forward a set distance with a spinning kick. It travels further if the attack button is held, and deals more damage if the original Street Fighter command inputs are used instead of the side special input. |
Samus | Missile | Samus releases a homing Missile or, if the attack is "smashes", a stronger but non-homing Super Missile. |
Sephiroth | Shadow Flare | Sephiroth snaps his fingers to summon a beam of light in front of him. If it connects, it summons spheres of energy that surround an opponent, eventually striking them and exploding. |
Sheik | Chain | Sheik produces a chain which can be swung back and forth in any direction. |
Burst Grenade | Sheik produces a grenade on a wire which detonates soon after. It can be detonated early with another press of the button. | |
Shulk | Back Slash | Shulk does a jumping overhead sword slash. The attack is more powerful if it connects with an opponent from behind. |
Simon | Cross | Simon throws a cross ahead as a projectile, which returns along the same path. |
Snake | Remote Missile | Snake launches a remote-controlled missile and stays in place while directing it. |
Sonic | Spin Dash | Sonic bounces briefly then rolls forward at high speed. |
Sora | Sonic Blade | Sora Performs a high-speed thrusting attack. Holding different buttons lets Sora control his travel: If the directional keys are held, Sora aims towards that direction. If the special button is held, the move automatically locks onto the nearest enemy with a target and automatically tracks them, while slightly increasing the knockback of the final hit. |
Squirtle | Withdraw | Squirtle retreats into its shell and begins to spin along the ground, aided by a stream of water. Squirtle can be made to change directions by incoming attacks, but it takes no damage while in its shell. |
Steve | Minecart | Steve summons a minecart and rails for it to move on. Without enough resources for the rails, the cart comes to a stop. The cart can also trap opponents inside. |
Terry | Burning Knuckle | Terry briefly poses, then dashes forward with a blazing punch. It travels further if the attack button is held, and deals more damage if the command inputs are used instead of the side special input. Terry will use this move if the side special is perform in the direction he's facing. |
Crack Shoot | Terry flips forward into a kick. It travels further if the attack button is held, and deals more damage if the command inputs are used instead of the side special input. Terry will use this move if the side special is perform in the opposite direction of where he's facing. | |
Toon Link | Boomerang | Functions similarly to Link's Boomerang. |
Villager | Lloid Rocket | Villager produces Lloid as a projectile, who flies forward, exploding on contact. If the button is held, Villager will climb onto Lloid and ride him until he explodes. |
Wario | Wario Bike | Wario jumps on his motorcycle and begins to ride it. The bike can be controlled somewhat and Wario can choose to dismount it at any time. |
Wii Fit Trainer | Header | Wii Fit Trainer produces a green soccer ball and launches it diagonally downward with a header. This attack works as both a reliable projectile and a strong meteor smash at close range. |
Wolf | Wolf Flash | Functions similarly to Fox's Fox Illusion, but Wolf travels diagonally upward instead of straight ahead, and the move has a strong sweetspot at its end. |
Yoshi | Egg Roll | Yoshi curls up inside an egg and begins to roll around. The egg can be controlled to turn around. |
Young Link | Boomerang | Functions similarly to Link and Toon Link's Boomerang. Doesn't travel as far but deals heavy damage when performed up close. |
Zelda | Din's Fire | Zelda releases a small fireball which initially deals no damage, and whose trajectory can be influenced up or down. When the button is released, the fireball explodes. |
Zero Suit Samus | Plasma Whip | Zero Suit Samus reaches out with her whip. The end of the whip is the strongest. This move can be used as a tether recovery. |
List of custom side special moves
In Super Smash Bros. 4
In Super Smash Bros. Ultimate
Character | Default Special Move | Custom Special Moves |
---|---|---|
Mii Brawler | Onslaught | Custom 2: Burning Dropkick |
Custom 3: Suplex | ||
Mii Gunner | Flame Pillar | Custom 2: Stealth Burst |
Custom 3: Gunner Missile | ||
Mii Swordfighter | Airborne Assault | Custom 2: Gale Stab |
Custom 3: Chakram |
Attacks in the Super Smash Bros. series | |
---|---|
Standard ground attacks | Neutral attack · Dash attack |
Tilt attacks | Forward tilt · Up tilt · Down tilt · Crouching attack |
Smash attacks | Forward smash · Up smash · Down smash |
Aerial attacks | Neutral aerial · Forward aerial · Back aerial · Up aerial · Down aerial · Grab aerial · Glide attack |
Throws | Grab · Pummel · Forward throw · Back throw · Up throw · Down throw |
Get-up attacks | Floor attack · Edge attack |
Special moves | Neutral special move · Side special move · Up special move · Down special move · Command-input move · Final Smash |