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Angling

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Angling is the term used to describe 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, a player just has to hold the control stick diagonally up or down when inputting the tilt. Angling forward smashes however works differently, and depends on the game. In Melee, angling smash attacks is somewhat difficult; players have 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/diagonally down inputs an up smash/down smash instead of an angled forward smash (unlike with tilts). In Brawl, players 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; this mechanic of angling smashes is retained in Super Smash Bros. 4. 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. N64

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Character FTilt FSmash
Luigi (SSB) Luigi Yes Yes
Mario (SSB) Mario Yes Yes
Donkey Kong (SSB) Donkey Kong Yes Yes
Samus (SSB) Samus Yes Yes
Captain Falcon (SSB) Captain Falcon Yes Yes
Ness (SSB) Ness Yes No
Yoshi (SSB) Yoshi Yes Yes
Kirby (SSB) Kirby Yes No
Fox (SSB) Fox Yes No
Pikachu (SSB) Pikachu Yes No
Jigglypuff (SSB) Jigglypuff Yes No

Super Smash Bros. Melee

Character FTilt FSmash
Dr. Mario (SSBM) Dr. Mario Yes No
Mario (SSBM) Mario Yes Yes
Luigi (SSBM) Luigi Yes Yes
Bowser (SSBM) Bowser Yes No
Yoshi (SSBM) Yoshi Yes Yes
Donkey Kong (SSBM) Donkey Kong Yes No
Captain Falcon (SSBM) Captain Falcon Yes Yes
Ganondorf (SSBM) Ganondorf Yes Yes
Falco (SSBM) Falco Yes No
Fox (SSBM) Fox Yes No
Ness (SSBM) Ness Yes No
Ice Climbers (SSBM) Ice Climbers Yes No
Kirby (SSBM) Kirby Yes Yes
Samus (SSBM) Samus Yes Yes
Pikachu (SSBM) Pikachu Yes No
Jigglypuff (SSBM) Jigglypuff Yes No
Mewtwo (SSBM) Mewtwo Yes No

Super Smash Bros. Brawl

Character FTilt FSmash
Mario (SSBB) Mario Yes Yes
Luigi (SSBB) Luigi Yes Yes
Bowser (SSBB) Bowser Yes No
Donkey Kong (SSBB) Donkey Kong Yes No
Yoshi (SSBB) Yoshi Yes Yes
Wario (SSBB) Wario Yes No
Ganondorf (SSBB) Ganondorf Yes Yes
Samus (SSBB) Samus Yes Yes
Zero Suit Samus (SSBB) Zero Suit Samus Yes No
Pit (SSBB) Pit Yes No
Ice Climbers (SSBB) Ice Climbers Yes No
ROB (SSBB) ROB Yes Yes
Kirby (SSBB) Kirby Yes Yes
Fox (SSBB) Fox Yes No
Falco (SSBB) Falco Yes No
Wolf (SSBB) Wolf Yes No
Pikachu (SSBB) Pikachu Yes No
Lucario (SSBB) Lucario Yes No
Jigglypuff (SSBB) Jigglypuff Yes No
Ike (SSBB) Ike Yes No
Ness (SSBB) Ness Yes No
Lucas (SSBB) Lucas Yes No
Sonic (SSBB) Sonic No Yes

Super Smash Bros. 4

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Character FTilt FSmash
Mario (SSB4) Mario Yes Yes
Luigi (SSB4) Luigi Yes Yes
Bowser (SSB4) Bowser Yes No
Yoshi (SSB4) Yoshi Yes Yes
Rosalina (SSB4) Rosalina No Yes
Bowser Jr. (SSB4) Bowser Jr. Yes Yes
Wario (SSB4) Wario Yes No
Donkey Kong (SSB4) Donkey Kong Yes No
Little Mac (SSB4) Little Mac No Yes
Ganondorf (SSB4) Ganondorf Yes Yes
Samus (SSB4) Samus Yes Yes
Zero Suit Samus (SSB4) Zero Suit Samus Yes No
Ike (SSB4) Ike Yes No
Duck Hunt (SSB4) Duck Hunt Yes No
Kirby (SSB4) Kirby Yes Yes
Fox (SSB4) Fox Yes No
Falco (SSB4) Falco Yes No
Pikachu (SSB4) Pikachu Yes No
Lucario (SSB4) Lucario Yes No
ROB (SSB4) ROB Yes Yes
Ness (SSB4) Ness Yes No
Captain Falcon (SSB4) Captain Falcon Yes Yes
Shulk (SSB4) Shulk No Yes
Sonic (SSB4) Sonic No Yes

Examples of moves with notable angling properties

  • 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.