Character |
Description |
Damage
|
Mario |
Power Kick - Does a back spinning kick with his right leg. Has average damage and knockback, but has better reach than his other tilts (it is still short). Has some IASA frames. If the player pauses with right timing while at the start of the move, they would see that Mario will spin before kicking. Can be angled. |
8%
|
Luigi |
Power Kick - Luigi does a back spinning kick. Pause with right timing while performing the start of the move, and the player can see Luigi spin before kicking, similarly to Mario. Can be angled. |
9%
|
Peach |
Split Kick - A 180-degree high kick. Deals more damage up close. Capable of juggling heavies at low percentages if they lose their second jump. Also has decent knockback up close. |
13% clean on thigh, 11% clean on shin, 10% clean on foot, or 6% late
|
Bowser |
Backhand Knuckle - Bowser gives a backhanded punch while leaning his body forward. Has decent KO potential at later percentages. If angled down, has a decent chance of tripping (40%). Bowser's lower arm is intangible while the hitboxes are out. Can be angled. |
11%
|
Donkey Kong |
Backhand Swipe - Swats in front. Large range and fast but low knockback. DK's arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. Has a 15% chance of tripping when angled down. Can be angled. |
12% angled up, 10% without angle, and 9% angled down
|
Diddy Kong |
Lean Punch - Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head. Good KO move at high percentages. |
11% on fists, 9% on arm, and 8% on body
|
Yoshi |
Tail Swat - Spins in place, flicking out tail horizontally. Its good priority, range, and speed make it useful for parrying attacks. |
10% angled up, 9% angled side, and 8% angled down
|
Wario |
Power Punch - Wario swings his right fist in a circle then thrusts it forward. Has slight start-up but little ending lag with great range, including a slight disjoint. Good KO move at about 130%. Oddly, his voice plays at an earlier time when angled up. Wario's longest ranged non-projectile. May be based on an attack from Wario's look-alike, Booster, from Super Mario RPG. |
14% angled up on arm, 11% angled up on body, 13% angled side on arm, 11% angled side on body, 12% angled down on arm, 10% angled down on body
|
Link |
Overhand swipe - An overhead swipe. An efficient KO move at higher damages. |
13%
|
Zelda |
Zelda steps forward and slashes one arm in front of her, with a trail of sparkles. The attack has moderate knockback. Depending on how the opponent is hit, they may end up slightly behind Zelda. Can be angled. |
11%-13%
|
Sheik |
Kicks her leg in an arc. Its high speed and low knockback allows good combo ability, being able to do it repeatedly or follow up with another attack. |
5%
|
Ganondorf |
Ganondorf leans back a little and thrusts one leg straight forward. Surprisingly the same range as his jab, but slightly slower start up (10-12 frames). Still fairly quick. Good low angle horizontal knockback with a semi-spike trajectory, which is good for KOing characters with poor horizontal recovery. Often referred to as the "Sparta" Kick due to this attack resembling a kick from a infamous scene in the film 300. Ganondorf makes a similar kick in the final battle of Twilight Princess. |
12%-13%
|
Toon Link |
Overhand Swipe - Toon Link slashes from behind to in front of him. The beginning of the attack hits behind him. Decent horizontal knockback makes it tolerable for edge-guarding if the blast line is nearby. Has no natural trip chance, but its very low angle can cause tripping anyway. |
9%
|
Samus |
Spin kicks forward. Samus's best mid-range defense/spacing move. Angling this one makes a much bigger difference than with most tilts, however the kick's distance is sacrificed if tilted. Hits on frame 7-9. |
8% close range, 7% far range, 10% if angled up or down
|
Zero Suit Samus |
An around-the-body kick 45 degrees from horizontal (when tilted upward). Can also be angled closer to horizontal (with forward held) or a quick, short ranged low leg sweep (when tilted down). At low percentages, it can make opponents trip if tilted down. However, at mid-high percentages, angle upward or forward will make tripping more often. Very low knockback. Has a start-up of 6 frames. |
6%
|
Pit |
Thrusts both blades forward with good knockback. Hits on frame 14-16. |
12%
|
Ice Climbers |
The Ice Climbers swing their hammers in front of themselves with one hand. A useful spacing tool. Hits on frame 9-12. |
Leader 7%, partner 9%, both 16%
|
R.O.B. |
Leans forward and punches with impressive range. Can be angled. Hits on frame 7-10. |
5% normally, 8% if R.O.B.'s hand hits the opponent
|
Kirby |
A quick long ranged roundhouse kick. Hits on frame 5-8. Can be angled. |
Does 8% damage, 7% when tipped
|
Meta Knight |
Slashes twice in front of him, then once upwards. Last hit deals vertical knockback. Only pressing the attack button once will cause Meta Knight to perform only the first hit; pressing it twice more causes the the second and third hits. At higher percentages, it's difficult (if not impossible) to connect all three hits since the first hit has enough knockback scaling to prevent the other hits from connecting. Start-up of 3 frames. |
First slash does 4% damage, second slash does 3% and the last does 5%, inflicting 12% total
|
King Dedede |
Extends his hammer forward and spins it. Has fast start-up (12 frames) with a long lasting hitbox but produces very low knockback. However, it has the farthest reach of any non-projectile ground attack. As such, it is useful as a "poker", good for a quick hit from a slow character. |
Does 6% with the initial hitbox, the subsequent hitbox does 4%
|
Olimar |
Olimar kicks both legs forward, falling to the ground. Has decent knockback at higher percentages. Hits on frame 9. |
6%
|
Fox |
A quick right kick. Moderate-low knockback, best used as a quick spacer. Can be angled. Hits on frame 6. |
6%
|
Falco |
Kicks his leg out, like his forward tilt from Melee. Can be angled. Below-average knockback. Best used for spacing, countering moves due to its high speed, or edgeguard planking opponents. Hits on frame 6. |
9%
|
Wolf |
Leans forward with both arms together and swipes, separating his claws on impact. The attack has a good reach. The first hitbox produces a large number of freeze frames if it connects with an opponent, and will freeze both Wolf and the opponent for a short time before the second hitbox appears and knocks them away at a low upwards angle. These freeze frames will affect Wolf if he hits an opponent's shield with the first hitbox, but not his opponent. It is possible to connect with only the second hitbox, which delivers knockback and does not produce the freezing effect. The forward tilt has good reach and can be a useful follow up after connecting with aerial attacks such as back aerial and Reflector. If it hits an opponent's shield and they drop it during the freeze frames produced by the first hitbox, the second hitbox will punish them. Spamming the attack can be risky, however, as experienced opponents may punish it with a shield grab. Forward tilt can be followed up with the Blaster, and can KO at very high percentages. First hit on frame 8 and the second hit on frame 9-10. Can be angled. |
A clean hit deals 11% damage and consists of two hits: an early, inner hitbox that does 5%, and a later, outer hitbox that does 6%
|
Captain Falcon |
Roundhouse kick. Mediocre range. This can be angled up or down. At higher damage percentages, near the ledge, it can lead into Falcon Dive, a Knee Smash, or a down aerial. Best used as a quick punisher, though fairly awkward in general. Can KO when angled up at very high damage percentages, though overwise fairly weak. Hits on frame 9-11. |
7-10%
|
Pikachu |
Sticks both feet forward. Almost nonexistent range. Hits on frame 5-10. |
10%, 9%, or 8% damage depending on angling
|
Squirtle |
Squirtle gets on all fours and slaps forward with its tail. Very quick (start-up of 4 frames), and can repeated in rapid succession. The move has short range, and can be angled slightly. |
6%
|
Ivysaur |
Spins the leaves around the main bulb like a helicopter blade and leans forward, hitting multiple times. Quick on start-up (6 frames) and stops run-ins cold, but requires good spacing to be effective, and has some ending lag. |
Normally, seven hits of 2% for a total of 14%; tired, seven hits of 1%, 1%, 2%, 1%, 2%, 1%, then 1% for a total of 9%
|
Charizard |
Sweeps flaming tail forward. Long range and decent power (on the sweetspot) and decent for spacing, but ill-advised at close-range. Hits on frame 12-13. |
10% sourspotted, 11% sweetspotted
|
Lucario |
Puts its paws together in front of itself with two small blasts of blue aura. Quicker and shorter ranged than its Forward smash. Can be aimed up or down a bit. Small amount of IASA frames allow it to cancel into itself effectively. Has a start-up of 12 frames and it ends on frame 19. |
Both hits deal 9%; 18% total
|
Jigglypuff |
Spins once while kicking. Short ranged. Hitbox out on frame 7-9. Can be angled. |
10%
|
Marth |
A quick slash forward that has low start-up (7 frames) but some ending lag. It has good horizontal reach and decent vertical reach. Its knockback is low when it is not tipped, but is capable of KOing (above 150%) when it is tipped. |
9% base, 12% tipped
|
Ike |
A horizontal slash. Has slow startup for a tilt (17 frames) but good range and high knockback (strongest forward tilt in the game). Can be angled up or down. Unlike other angle-able moves, this move does not get stronger when angled upward or weaker when angled downward. |
15%.
|
Ness |
Kicks out in front of him. Hits on frame 7. Can be tilted upward or downward. Mediocre range but rather strong knockback for a tilt, having KO power above 150%. |
12% angled up or down, 11% not angled
|
Lucas |
Lucas does a back hand and creates a shock of PSI. Can be aimed up or down slightly. If aimed down, it can trip foes. Has a few IASA frames. Hits on frame 6-10. |
11% normally, 9% if the opponent is a bit behind Lucas
|
Mr. Game & Watch |
Lion - Mr. Game & Watch thrusts a chair in front of him, has light potential to KO at very high damages. Some noticeable ending lag. Like his other tilts, it has a hitbox with a long duration. Hits on frame 10-15. |
10%
|
Snake |
Does a knee-thrust forward. If the attack button is pressed again, he will follow up with an overhead swing of both arms. A natural combo. This move is seen during a cutscene in Metal Gear Solid: Twin Snakes when Snake fights Gray Fox. The first hitbox has extremely fast start-up (4 frames) and good horizontal reach. On grounded opponents, it is a very weak meteor smash with set knockback, causing hitstun but no knockback, which allows Snake to link the opponent into the second hitbox. On airborne opponents, the knee hitbox deals strong horizontal knockback, but it can be linked into the second hitbox at low percentages. Since the knee hitbox is a meteor smash on grounded opponents, it can cause tripping, which can set up an up tilt. The second hitbox has fast start-up as well as having great horizontal reach due its very large disjoint and strong horizontal knockback, with very little non-projectiles that outranges it. The f-tilt can be used for general damage racking, as a punishing move, for KOing, and it is also a useful out of shield option, as it takes only 11 frames for the hitbox to come out. Is considered to be the best f-tilt in the game due to its heavy damage output (highest damage output among f-tilts), extremely fast start-up and relatively little ending lag, great reach and high knockback. However, the swing hitbox can be avoided with Smash DI. |
The knee hitbox does 8% and the overhead swing hitbox does 13% for a total of 21%
|
Sonic |
Stick out both of his feet, with both of his hands planted on the ground (appearance and knockback comparable to Pikachu's f-tilt in Melee). First hit on frame 6, second hit on frame 8. Decent defensive move. |
If both hits connect, 11%
|