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This article is about the Melee usage of "spike". For information about the term "spike" as commonly used in Super Smash Bros. and Brawl, see meteor smash. For the customization piece, see Stage Builder.
An image of Ganondorf's spike, during Wizard's Foot, in Melee.

A spike is a type of attack in the Super Smash Bros. Melee that sends the opponent downward until the hitstun wears off. A spike is not to be confused with a meteor smash, which also sends the opponent downward, but the knockback of which can be cancelled before the hitstun wears off by meteor cancelling.

When referring to Super Smash Bros. and Brawl, "spike" and "meteor smash" are often used interchangeably, as all downwards-hitting attacks in both games are meteor smashes.

Technical information[edit]

Attacks with angles outside of this range are not recognized as meteor smashes, and if they hit below what is considered a semi-spike trajectory, they are spikes.

In Melee, hitboxes that send opponents at an angle between 260 and 280 degrees are recognised by the game as meteor smashes. However, there exist some hitboxes that send opponents downward, but at a diagonal trajectory outside this angle window (for example, 290 degrees). As a result, the game does not recognise them as meteor smashes, and are thus unable to be meteor cancelled. In Brawl, the angle window for what the game recognises as meteor smashes was increased to being between 230 and 310 degrees, enough so to cover the downward diagonal trajectory the spikes in Melee had. As a result, the spiking hitboxes in Melee that retained their trajectories are recognised as meteor smashes in Brawl, and are capable of being meteor cancelled.

Game application[edit]

Spikes have the benefits of meteor smashes: knocking the opponent downward with gravity assisting the knockback. But they do so without the drawback of the opponent having the ability to completely negate the knockback with a jump or recovery move. As a result, spikes are extremely effective KO moves in edge guarding situations - recovering from even moderately powerful spikes is usually impossible above extremely low percents. Because of this, many smashers who main characters with practical spikes try to integrate spikes into play as often as possible.

List of spikes in Super Smash Bros. Melee[edit]

Characters with usable spikes[edit]

  • Captain Falcon - Down aerial; the so-called nipple spike, as only the top hitbox of the three hitboxes of Falcon's down air is a spike, while the two lower hitboxes meteor smash. While notoriously difficult to utilise and not often practical to try landing, it is the most powerful spike in Melee.
  • Falco - Down aerial; while the spike lasts for its entire duration in NTSC regions, only the first half of attack spikes in PAL regions. A powerful and very effective spike, that is very easy to land with its very fast start-up lag. It can be easily combo'd into from Falco's Shine, and itself is a very effective combo starter on grounded opponents.
  • Fox - Down aerial; extremely weak, set knockback, it can only KO low handicapped opponents such as Wire Frames. However, it is useful for combo purposes, especially on floaty characters.
  • Ganondorf - Down special, Wizard's Foot, the entirety of its hitbox duration when used in the air. Though powerful and spikes with its full power throughout all its hitboxes, it is slow and forces Ganondorf into an inconvenient recovery position, and is additionally unable to hit through recovery moves with hitboxes. As such, Ganondorf's other edge-guarding options are usually superior to use.
  • Marth - Down aerial when tipped; its angle was adjusted in PAL regions to a meteor smash angle, thus being a meteor smash in PAL regions. Powerful with long arching reach and very fast start-up, it can be landed easily and KO offstage opponents at low-mid damages. It can be easily combo'd into for the Ken Combo, and can also be used to tech-chase grounded opponents.
  • Roy - Up smash; only works if an airborne opponent is hit with the tip of the sword in the first few frames. Very difficult to intentionally land and is generally impractical for edge-guarding purposes.

Other spikes[edit]

  • Dr. Mario's up smash is a spike, but only on grounded opponents; aerial opponents are hit upwards instead.
  • Master Hand and Crazy Hand - The lower hitboxes of the Finger Drill and the Finger Walk are spikes designed to keep targets in place for the next part of the move.
  • Poké Ball Pokémon:
    • Entei - The very tip of the attack spikes opponents into the thick of it.
    • Clefairy - When Gust is used, the topmost part of the attack has a spike.
    • Ho-oh - The entire attack except the last hit involves two spikes of slightly different angles.

Spikes in Super Smash Bros. Brawl[edit]

It is technically possible for spikes to exist in unmodified Brawl; the increased meteor smash angle window does not include all downward angles. Additionally, if the angle of a hitbox in Brawl is hacked to outside the standard 0-360 range of angles (for example, 630, which would equal a meteor smash angle of 270), the game will not recognize it as a meteor smash, and it will therefore act as a spike.

There are a few boss hitboxes with angles in the -70 to -90 range, which while unconfirmed is very likely not to be detected as a meteor smash. This includes Petey's jumps and the start of Rayquaza's digging and explosion attacks. Aside from these bosses, however, no known hitboxes in the game naturally have such angles, and there are no known hitboxes that hit opponents at an angle lower than what would be considered a semi-spike, but above what the game would consider a meteor smash. As such, spikes are considered a removed element in Brawl.

See also[edit]

  • Meteor smash - an attack that deals downward knockback but that can be recovered from through meteor cancelling.
  • Semi-spike - an attack that hits the opponent at a low horizontal angle that hinders recovery opportunities.
  • Stage spike - a spike performed by bouncing an opponent off an angled part of a stage to send them downward.