User:PikaSamus/sandbox

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Smash 64 site names for attacks

https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/ChrFrameLayout.html

Pikachu

  Name Damage Description
Neutral attack Headbutt 2% Pikachu headbutts forward. Can chain into itself.
Forward tilt Two-Legged Kick 11% Pikachu stands on its two hands and kicks its two feet forward.
10%
9%
Up tilt Tail Attack 11% Does a tail whip upwards.
Down tilt Trip 12% A tail sweep.
Dash attack Jump Headbutt 12% Does a running headbutt while falling onto the ground.
Forward smash Short Thunder Jolt[1] 18% Can be slightly aimed up or down but barely. Pikachu releases a short jolt of electricity from its cheeks. The electrical effect is in 2-D. Along with Captain Falcon and Ness, it is the 5th strongest Forward Smash in the game, KOing as early as 95%.
Up smash Tail Somersault 18% (clean), 9% (late) Pikachu flips itself and moves its tail from front to back, hitting nearby opponents. A powerful vertical KO move, in fact the 6th strongest Up Smash in the game, KOing as early as 91%.
Down smash Double Two-Legged Kick 16% (front), 13% (back) Does a spinning breakdance attack on the floor. Has two hits.
Neutral aerial Pikachu Kick 14% (clean), 11% (late) Pikachu sticks out its foot for a few seconds. An easily definable sex kick.
Forward aerial Thunder Jolt Drill 21% if all hits connect, 6% (landing) Does a drill-like move forward, surrounded by electricity. 7 hits at a rate of 3% per hit, can be used as a combo starter.
Back aerial Back Kick 16% (clean), 14% (late) Pikachu kicks behind itself, its small foot getting slightly larger for a short second.
Up aerial Tail Duster 10% A flipping upwards tail swing. Knockback angle depends on area of tail.
Down aerial Thunder Jolt Drill 13% Does a drill-like like move downward, surrounded by electricity. Knocks opponents horizontally. Along with Link's down aerial, this is the only down aerial in SSB to lack a meteor smash hitbox.
Grab Grab Grabs the opponent.
Forward throw Headhunt Throw 12% Pikachu grabs the foe, flips and releases them.
Back throw Electric Throw 18% Pikachu puts the foe on its back and releases electricity. This throw would later become its forward throw in future Smash Bros. iterations, but a much weaker variant.
Forward roll
Back roll
Techs
Floor attack (front)
Floor getups (front)
6% Kicks on both sides and gets up.
Floor attack (back)
Floor getups (back)
6% Kicks on both sides and gets up.
Edge attack (fast)
Edge getups (fast)
  6% Is evenly good with other ledge attacks outside of Fox's and Donkey Kong's where it is considered worse.
Edge attack (slow)
Edge getups (slow)
  6% Slowly gets up and whips its tail.
Neutral special Thunder Jolt 10% (ball), 7% (wave) Shoots a sphere of electricity diagonally downwards and when it hits the ground, it will turn into a wave. The projectile will wrap around corners, and will snake along walls and ceilings if the corners are not too sharp and the jolt lives for long enough.
Up special Quick Attack 0% Moves in two directions at warp speed. The directions can be controlled with the Control Stick, with the second warp being optional, though the direction of second warp must be at least 45 degrees different than the direction of the first warp. This is easily the best recovery move in the game due to the huge distance it covers, and the invincibility frames. Deals no damage.
Down special Thunder 12% (bolt), 16% (blast) Pikachu drops a bolt of lightning from the sky causing slight vertical knockback to any opponent in the bolt's way. Upon hitting the user, a large shockwave is created with stronger knockback than the lightning itself. Can stall Pikachu in midair if timed correctly.

Kirby

  Name Damage Description
Neutral attack Left Punch
Right Punch
Vulcan Jab
3% Two quick jabs, followed by a series of very fast, very weak punches. The two jabs have short range, though the second has better range than most neutral attacks. The attack is based on the Vulcan Jab from the Fighter ability.
4%
1% per punch
Forward tilt Spinning Kick 11% Rather short range, but fast. Can be angled for a 1% change in damage either way.
10%
9%
Up tilt Kirby Tail (??) 14% (clean), 10% (late) Kicks vertically upwards, slightly behind himself. If up tilt is done after an up special, Kirby's hitbox reach is raised by about 9%.
Down tilt Low Kick 9% Puts his foot out with a slightly longer duration compared to most down tilts in the game.
Dash attack Head Slide 10% (clean), 8% (late) Crashes into his opponents. This move is fast and good for comboing use, though shielding proves otherwise.
Forward smash Smash Kick 17% (clean), 12% (late) Advances forward with a strong kick. This attack is based on the Spin Kick from the Fighter ability. In terms of KO power, this is the strongest forward smash in Smash 64, KOing as early as 80%.
Up smash Somersault Kick 16% (clean), 12% (late) A bicycle kick that is very similar to Fox's and Pikachu's, but with slower start-up and slightly less knockback.
Down smash Propeller Kick 18% (clean), 10% (late) Spins with his feet flat on the ground with decent duration, this move knocks the opponent horizontally with power.
Neutral aerial Kirby Kick 15% (clean), 10% (late), 3% (landing) Extends body with feet out and arms out, making Kirby's whole body a hitbox. Sex kick properties. Useful OoS move, good finisher.
Forward aerial Corkscrew Kick 18% if all hits connect, 3% (landing) Does a drill kick with his feet in front of him. 7 hits, 2%/hit, 6% on the 8th.
Back aerial Drop Kick 16% (clean), 12% (late) Puts both of his feet behind him, making a viable move for edgeguarding.
Up aerial Twinkle Star 10% (clean), 8% (mid), 6% (late), 3% (landing) Spins around. This move would be his nair in later Super Smash Bros. games.
Down aerial Screwdriver Up to 30%, 3% (landing) Does a drill attack with his two feet below him. 3% per hit, up to 10 hits. The move can be used as a meteor smash, and can drag opponents down, as well as being easy to recover from.
Grab Grab
Forward throw Air Drop 13% (throw), 10% (collateral) Jumps high in the air and brings the target with him, similar to Ninja Kirby's Air Drop in Kirby Super Star, and slams them down from an explosive drop. One of the few f-throws to launch foes upward. Has very high base knockback, but low knockback scaling, meaning that it does not KO until 120% for most characters. Sends the opponent to the side in the Japanese version.
Back throw Brain Buster 16% Performs a backwards suplex, slamming the opponent behind him. Sends the foe upwards and behind Kirby at an angle. The attack is based on the Backdrop ability from Kirby's Adventure.
Forward roll
Back roll
Techs
Floor attack (front)
Floor getups (front)
6% Kicks on both sides and gets up.
Floor attack (back)
Floor getups (back)
6% Kicks on both sides and gets up.
Edge attack (fast)
Edge getups (fast)
4% Flips whilst getting back on stage.
Edge attack (slow)
Edge getups (slow)
4% Slowly picks himself up and slides forward, like his dash attack.
Neutral special Vacuum 6% (Copy ability), 10% (spit out), 17% (spit out characters to bystanders) If Kirby inhales an opponent, he can either copy their ability (gains their neutral special move and a hat resembling them by pressing the B button; see here for a list of Copy Abilities) or spit the opponent out as a projectile by pressing the A button, dealing damage to bystanders.
Up special Final Cutter 8% (initial upswing), 2% (falling), 3% (landing), 6% (shockwave) Swings upward with his Final Cutter and falls down. The cutter can deal damage, and it also emits a shockwave when it lands. Used for recovery, along with Kirby's five midair jumps. Meteor smashes anyone below it with set knockback. If an aerial up special is performed by Kirby, it's original body size multiplier goes from 0.91 and it becomes 1.0.
Down special Stone 20% Transforms into a stone. If used in the air, he falls down until he reaches the ground.

Captain Falcon

SSB64 Falcon.gif
Captain Falcon's aerial attacks
The three u-air hitboxes, the arrows demonstrate where the smallest hitbox (near the elbow) would send an opponent
  Name Damage Description
Neutral attack Jab
Straight
Kneebutt
Mach Punch
3% Two quick jabs, a knee, and a series of rapid jabs. The second hit can be jab cancelled into a grab and then a throw. The rapid punches are fast, though a little awkward for combos.
3%
4%
1% per punch
Forward tilt Arrow Shot 15% Kicks to his side. Like most forward tilts, this one can be angled. A half-decent spacing move, but rarely used in combos.
13%
12%
Up tilt Wheel Kick 23% if both hits connect An axe kick, doing 9%, then 14%. This attack is unique because it can hit from behind, and at the start of the move, above Captain Falcon. The move in general has somewhat high lag, though. This move is often used with his wall combos because of its range and damage (such as back throw, up tilt, regrab, etc.). It's additionally a way to edgeguard characters hanging on the edge, due to its hitbox extending below the platform. The hitbox is also high enough to hit someone on a Dream Land platform. The attack is the most damaging up tilt in the game.
Down tilt Crouching Kick 11% Does a quick kick while crouching. Slightly disjointed hitbox but has a high amount of ending lag. This attack sends the opponent at a low trajectory, and can be used against opponents hanging on the edge or to gimp opponents recovering from below such as Fox, Kirby, or Jigglypuff. Not fully recommended for this purpose against people who are able to SDI into the edge. Has generally little combo ability.
Dash attack Turbo Shoulder 12% (clean), 9% (late) Does a shoulder tackle. Decent knockback, can combo into itself on heavy characters or potentially lead into grabs. Heavy lag and generally is highly punishable however, meaning it isn't very reliable. Is punishable on hit at low percents. Considered to be Captain Falcon's worst move.
Forward smash Fire Kick 19% Does a flaming forward kick. Somewhat resembles his Falcon Kick in terms of special effects. Good KO move, but has some startup and ending lag; not considered a fast KO move. Is a somewhat reliable spacing tool, especially when pivoted.
18%
17%
Up smash Rising Elbow 17% An upwards elbow swing-launcher in a single turn. This is Captain Falcon's main combo starter outside of forward throw or aerials though the later are more common at higher level play. The attack sends the opponent straight up, but with low knockback and high hitstun. It is, however, trifled with unusually short range, for an up smash. It is the weakest up smash in the game, but one of Captain Falcon's most useful moves for its combo potential. This move is easily punished if not spaced by upper level players. Hits through platforms.
Down smash Accel Turn Kick 16% (front), 14% (back) A "down spin kick". If the attack connects closer to the body, the opponent will be sent upwards. If it connects with the tip, the opponent will be sent in a more horizontal direction. Somewhat short duration, for a move of this criteria, but an awkward move for one of Captain Falcon's. Does not combo well as is generally not recommended too much. Computers oddly use this move much more commonly than humans. It can catch rolls but grabs are preferred.
Neutral aerial Falcon Air Kick 16% (clean), 13% (late) A sex kick. Like most sex kicks, this attack loses power with time. Very powerful when it first comes out and a good defensive move. Not exactly the most useful combo move but is sometimes thrown out as a KO move or a finisher vs. lighter opponents after a fair. A weak n-air is a moderately strong combo move but it is quite hard to hit with outside of when falling. Not a bad move per-say but more less used than his other aerials as they have a better hitbox. Is also less safe on shield compared to other aerials.
Forward aerial Rotary Kick 22% if both hits connect Does two kicks in front for him. This attack is similar to Captain Falcon's neutral aerial in later Smash games, though without the horizontal movement, sends opponents on more of a horizontal angle, and is better at chasing opponents and KOing. It is also possible to link only one of these aerials into a down aerial, up aerial, or a grab, leading to further combos, a neutral aerial for KOs, or at certain percentages a down aerial to meteor smash. The two hits can lead into a Falcon Kick offstage or close to offstage as well as another forward aerial or grab depending on the opponent's weight and percentage. Very useful against more floaty characters for comboing as up air isn't as useful. Excellent spacing tool. At max horizontal spacing, this is one of the only aerial moves that is safe on shield. Captain Falcon's best aerial along with up air.
Back aerial Back Knuckle 16% Extends his fist behind him. A basic edgeguarding move with good power and no sweetspot. Strongest back aerial in the game. Can combo into another back aerial, a reverse back aerial, or potentially a reverse up aerial. The reverse back air is quite useful for edgeguards but due to its odd hitbox, a pivot up air or Up B is usually used. Has just enough stun to be safe on block, but only when Captain Falcon is lower to the ground before performing it.
Up aerial Overhead Kick 16% Flips in the air. Many consider this attack to be Captain Falcon's most versatile attack as well the best up aerial (along with Pikachu's). Depending on what part of the hitbox connects with the opponent, it can send the opponent in various directions. A view of the hitboxes can be seen in one of the images to the right. Part of the Stairway to Heaven combo. For edgeguards, a pivot up air has extremely high hitstun making it a very useful edgeguard after a forward throw near the edge. Safe on shield and can lead to a shield break combo if the opponent is stuck on a platform.
Down aerial Stampede Bomb 14% Stomps below him, though has a hitbox above his feet. A very long duration. This attack is a meteor smash. The hitbox exists on the legs and chest, and if the opponent connects with the chest, he/she will be sent down at a slight angle. If the opponent is already on the ground, it will, depending on their damage percentage, keep the opponent in place or bounce them up at a very slight angle, leading into another aerial such as a second dair to spike offstage, a Falcon Punch for a KO, a grab, or a quick up smash (depending on the percentage and opponent's reaction). The inspiration for the Ken Combo is based on this spiking after an up air. Is safe on block (when z-cancelled.)
Grab Grab
Forward throw Shoulder Throw 12% Slams the opponent down in front of him. Having very low knockback for a grab, this can be used to start aerial chains, easily leading into a forward or up aerial. This throw would become his down throw in later Smash games. His other main combo starter on the ground along with up smash and aerials. One of the fastest grabs and the possible 2nd best after Pikachu.
Back throw Striking Throw 16% (throw), 10% (collateral) He kicks the opponent back, causing 16%. This throw has much more knockback than his forward throw but is generally not used for combos. The most common use is to edgeguard after a quick ledge snap, especially vs Yoshi and Pikachu at higher percents though at lower percents, forward throw is better as it leads to better edgeguard scenarios. The other use is to back throw someone onto a platform leading to a free up smash.
Forward roll
Back roll
Techs
Floor attack (front)
Floor getups (front)
6% Similar to Samus's floor attack, kicks on both sides at the same time and gets up. A bit quicker and safer than most. Unsafe on block.
Floor attack (back)
Floor getups (back)
6% Similar to Samus's floor attack, kicks on both sides at the same time and gets up. A bit quicker and safer than most. Unsafe on block however.
Edge attack (fast)
Edge getups (fast)
6% Gets up and kicks in a similar fashion to his down tilt. Unsafe on block. Can be used to edgeguard due to a reverse hitbox but this is uncommon.
Edge attack (slow)
Edge getups (slow)
4% Slowly rises and swats. Low range and damage. Not recommended due to its low range so a fall into an aerial over the ledge is generally preferred.
Neutral special Falcon Punch 24% Throws a powerful punch, with his fists engulfed in a flaming falcon shape. It is much faster than in future games. Can be a finisher in combos, and can be comboed into from moves such as up aerial, forward throw, or down aerial on a grounded opponent. Gives him some horizontal distance when recovering. Can be angled slightly for further recovery similar to Jigglypuff's rising pound.
Up special Falcon Dive 20% Does a leap into the air. If he grabs an opponent, he launches them diagonally upwards powerfully. It is impossible to Smash DI this move as it is considered to be a grab. If it hits the opponent, it lets Captain Falcon use the move again, otherwise he will become helpless. Recovery move, but it cannot grab onto edgehoggers (outside of right up close), making Captain Falcon easy to edgeguard. A string of multiple up aerials into a Falcon Dive is commonly referred to as an Stairway to Heaven or Windmill combo, as it is a very common combo in Smash 64 competitive play. Can be done out of shield or against a shielding opponent or one caught on a ledge, known as and named after King Funk.
Down special Falcon Kick 15% Performs a blazing kick while rushing forward. If used in midair, he moves at a diagonal angle down fairly quickly, being usable to counter juggling. This does not happen if he does it off a platform so it is more commonly used here. In the air, it sends him diagonally down. Unlike Melee, he does not gain a jump back so this move is not used to recover. Is unsafe on block.

Fox

  Name Damage Description
Neutral attack Jab
Body Blow
Rapid Kick
4% Two paw jabs, then a series of rapid kicks. Due to the hitstun of the first jab, it can lead into an up smash for a KO. The second jab is very fast and easily combos into his other moves. Can be used for a jab grab.
4%
1% per kick
Forward tilt Fox Whip H 11% A fast but somewhat short-ranged move, and is good for spacing or leading into a wall combo.
9%
8%
Up tilt Fox Whip V 9% Kicks directly upwards, making his extended foot the only hitbox. This makes it a close up move, however, it is extremely useful. It can chain into itself, it is very fast, knocks the foe into the air leading into many air combos, and is the center of most of Fox's combos.
Down tilt Fox Tail 12% Tail sweep. Can combo into a forward smash or jab at low percentages, a down aerial at low to mid percentages, and in certain situations at low percentages, a shine followed with a shine spike.
Dash attack Jump Side Kick 10% (clean), 7% (late) Leaps and kicks. Can combo into an up tilt, leading into another combo, or a forward smash, which is effective near the edge.
Forward smash Striking Drill 17% (clean), 13% (late) Puts his feet together and jumps forward, feet first. Decent KO power.
Up smash Somersault Kick 16% (clean), 8% (late) Does a bicycle kick. Has a lot of vertical KO power.
Down smash Ground Kick 14% Does a fast split, which hits on both sides on the same time. Sends opponents on a semi-spike trajectory, an effective edgeguarding move.
Neutral aerial Fox Kick 14% (clean), 9% (late) A normal sex kick. Great for KOing and edgeguards, comes out quickly and has good range, though it has limited combo ability compared to his other aerials.
Forward aerial Air Drill H 12% (clean), 8% (late) Does a feet-first kick forward with an identical animation to his f-smash. Good combo move, can also be used to edgeguard.
Back aerial Reverse Spin Kick 12% (clean rear), 8% (late rear), 8% (front) A sex kick behind himself with low knockback, can combo into itself and lead into other aerials and other moves such as up tilt.
Up aerial Tail & Leg 15% if both hits connect Upward aerial flip, great vertical KOer and juggler. Does 2% first hit, 13% second hit. Landing the first hit does set knockback and can combo, but is difficult to land intentionally.
Down aerial Air Drill V Up to 14% Does a drill kick with weak knockback. Not a good meteor smash, but if used on a grounded foe, easily combos into an up tilt or up smash when Z-cancelled.
Grab Grab
Forward throw Leg Shoot 12% Throws opponent forward with good KO power.
Back throw Reverse Leg Shoot 15% (throw), 10% (collateral) Rolls backward and kicks the opponent off him.
Forward roll
Back roll
Techs
Floor attack (front)
Floor getups (front)
6% Kicks on both sides and returns to his stance.
Floor attack (back)
Floor getups (back)
6% Kicks on both sides and returns to his stance.
Edge attack (fast)
Edge getups (fast)
4% Gets up and thrusts his feet forward, like his f-smash.
Edge attack (slow)
Edge getups (slow)
4% Slowly rises and flip kicks.
Neutral special Blaster 6% per laser The Blaster shoots a pink laser beam as a projectile that does some hitstun on opponents, allowing some followups, and making the move excellent for stopping opponent approaches, especially when coupled with the short hop laser and ledgehopped double laser techniques. Has increased fire rate while Fox is airborne allowing Fox to short hop double laser.
Up special Fire Fox 16% Fox charges up (and is pulled down by gravity at a reduced rate), and then propels himself in a direction with a fiery blast, that is controllable with the Control Stick. Used for recovery, does decent vertical knockback, but not a reliable KO move.
Down special Reflector 5% Informally known as a shine, it reflects any projectiles that hit it back. As an attack, it sends opponents on a semi-spike trajectory, has set knockback, and is fast, making it useful for edgeguarding, via the shine spike technique.
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