From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
This is a list of semispikes in Super Smash Bros. 4.

This article or section is incomplete. You can help SmashWiki by expanding or finishing it. The editor who added this tag elaborates: Missing Final Smashes and possibly custom moves.

 Down smash (hit 1) has an angle of 0º
 Bullet Climax the uncharged/extended bullets have an angle of 0º
 Witch Twist (final hit, both variants) has an angle of 34º for the first use and 0º for the second
 Neutral attack (1st hit)  A small portion of the punch has an angle of 30°.
 Back aerial  Has an angle of 35°.
 Down aerial (landing hit)  The landing hit has an angle of 20°.
 Down smash (hits 17)  Either launches at 150º or 190º depending on the opponent's position.
 Back aerial  Has an angle of 24º
 Dash attack (loop hits)  The loop hits have an angle of 25°.
 Piercing Cannon has an angle of 35º
 Air Cannon's windbox has an angle of 20º
 Down tilt  Has an angle of 25°.
 Forward aerial  The clean hit is a semispike with an angle of 32°.
 Up aerial  The late hit is a semispike with an angle of 30°.
 Neutral attack (2nd hit)  A small portion of the slash has an angle of 30°.
 Down tilt  Both the windbox and the hitbox have an angle of 30°.
 Down smash  The hitboxes closer to Charizard has an angle of 33°.
 Forward aerial  The clean hit has an angle of 32°.
 Neutral attack (2nd and 3rd hits)  A small portion of the second kick has an angle of 35° on aerial opponents and the third slash has an angle of 30°.
 Forward smash (1st and 2nd hits)  A small portion of the first slash has an angle of 0° on aerial opponents and a small portion of the second slash has an angle of 15°.
 Down smash  The first hit has hitboxes of angles 160/167/170/176º. The second hit has an angle of 35°.
 Dash attack multi hits have an angle of 15º
 Down smash front hit has an angle of 32º and the back hitboxes have an angle of 35º
 Forward smash (1st hit)  A small portion of the slash has an angle of 35° on grounded opponents.
 Down smash (2nd hit)  The second hit has an angle of 30°.
 Neutral aerial (loop hits)  A small portion of the slashes has an angle of 25°.
 Impact Orbitars have an angle of 30º
 Forward smash (1st hit)  A small portion of the punch has an angle of 30°.
 Down smash  The front and back hits have an angle of 33° and 35°, respectively.
 Exploding Popgun  The smoke hitbox when uncharged has an angle of 30º
 Spinning Kong  One of the multihit hitboxes on the ground has an angle of 20º
 Hot Slap  The second aerial hit has an angle of 35º
 Down smash  The front and back hits have an angle of 32° and 30°, respectively.
 Doctor Finale  The front capsule launches at 28º, and the back capsule launches at 26º
 Clothesline Tornado  The initial hits are semispikes.
 Down tilt  Has an angle of 30°.
 Forward smash (1st and 2nd hits)  The first and second hits have an angle of 5°.
 Down smash (3rd hit)  The third hit has an angle of 150°. It is one of the few semispikes to send the opponent backwards.
 The windboxes on Super Duck Jump wave an angle of 30º
 Down smash  The hitboxes further away from Falco have an angle of 25°.
 Back throw (1st hit)  The first hit has an angle of 35°.
 Landmaster  The ram hit deals knockback at 20º, one of the hitboxes on the turn deals knockback at 25º. One of the landing hitboxes deals knockback at 16º
 Neutral attack (1st hit)  A small portion of the punch has an angle of 35°. Another small portion of the punch has an angle of 20°.
 Down smash  The hitboxes further away from Fox have an angle of 25°.
 Back aerial  Has an angle of 30°.
 Reflector  On grounded opponents, the hitbox has an angle of 10°.
 Landmaster  The ram hit deals knockback at 20º, one of the hitboxes on the turn deals knockback at 25º. One of the landing hitboxes deals knockback at 16º
 Forward tilt  Has an angle of 22°.
 Up aerial  The mid and late hits have an angle of 30° and 0°, respectively.
 Warlock Punch  The aerial versions of this move have an angle of 30°.
 Beast Ganon  Charge attack deals knockback at 30º
 Down smash  Has an angle of 30°.
 Back aerial (1st and 2nd hits)  A small portion of the first kick has an angle of 30° and a small portion of the second kick has an angle of 35°.
 Water Shuriken (fully charged, loop hits)  The fully charged loop hits have an angle of 21°.
 Substitute  Only when angled diagonally downwards, which has an angle of 25°.
 Forward throw  Has an angle of 28°.
 Back throw  Has an angle of 28°.
 Down tilt  Has an angle of 20°.
 Down smash  Has an angle of 0°.
 Rollout  The grounded version of this move is a semispike with an angle of 30°.
 Sideways Pound  Slow and weak, making it impractical for gimping.
 Puff Up  Has a launch angle of 0º
 Neutral attack (loop hits)  A small portion of the spinning hammer has an angle of 20°.
 Down smash  The hitboxes further away from King Dedede have an angle of 30°.
 Stone (landing hit)  The landing hit has an angle of 0°.
 Neutral attack (3rd hit)  The third hit has an angle of 30°.
 Down smash (2nd hit)  The second hit has an angle of 30°.
 Grab aerial (1st hit)  The first hit has an angle of 35°.
 Down smash  Both hits have an angle of 30°.
 Forward aerial  Has an angle of 30°.
 Back aerial  Has an angle of 30°.
 All of the above moves are semispikes for Giga Mac
 Down smash  Both hits have an angle of 33°.
 Neutral attack (1st and 2nd hits)  A small portion of the kicks has an angle of 30°.
 Down tilt  A small portion of the kick has an angle of 0° on grounded opponents.
 PSI Magnet  The deactivation hitbox is a semispike with an angle of 25°.
 Down tilt  Has an angle of 30°.
 Dancing Blade  The hitbox further away from Lucina on the first hit has an angle of 20°.
 Clothesline Cyclone  The initial hits are semispikes.
 Down smash  The front and back hits have an angle of 32° and 30°, respectively.
 Mario Finale  The front fireball launches at 28º, and the back fireball launches at 26º
 Down tilt  Has an angle of 30°.
 Dancing Blade  The hitbox further away from Marth on the first hit has an angle of 20°.
 Dash attack (loop hits)  The loop hits have an angle of 20°.
 Down smash  Both hits have an angle of 35°.
 Down aerial  The hitboxes closer to Meta Knight have an angle of 35°.
* Both Meta Knight's down smash and down aerial are tied for the fastest semispike in the game (frame 4).
 Down smash  The front and back hits have an angle of 32° and 35°, respectively.
 Feint Jump  A small portion of the kick has an angle of 35°.
 Down smash  The front and back hits have an angle of 27° and 32°, respectively.
 Gale Strike  A small portion of the wind has an angle of 20°.
 Power Thrust  The grounded version's clean hit is a semispike with an angle of 35°.
 Down tilt  Has an angle of 30°.
 Down smash  The hitboxes on the hammers' handles have an angle of 20°.
 Chef (pan)  The pan has an angle of 10°.
 Judge (#6)  #6 has an angle of 20°.
 Dash attack (1st and 2nd hits)  A small portion of the first spark has an angle of 0° and the second spark has an angle of 20°.
 Down tilt  Has an angle of 0°.
 Down smash (final hit)  The back and front hits have an angle of 28° and 33°, respectively.
 Forward PSI Magnet
 Down smash  The clean and late hits have an angle of 28° with a Red/Blue/Yellow/White Pikmin, and an angle of 28° and 0°, respectively, with a Purple Pikmin.
 Dash attack (1st and 2nd hits)  The first and second hits have an angle of 12°.
 Down smash  The clean hit is a semispike with an angle of 29°.
 Bonus Fruit (orange)  The orange has an angle of 30°.
 Down smash  The late hit is a semispike with an angle of 28°.
 Reflect Barrier  Has an angle of 25°.
 Forward smash  When used with the tennis racket, it has an angle of 28°. When sweetspotted and fully charged, it is the strongest semispike in the game.
 Down smash (loop hits)  A small portion of the slashes has an angle of 15°.
 Toad (loop hits)  Some of the loop hits have an angle of 30°.
 Vegetables  All vegetables (except the Bobomb and Mr. Saturn) have an angle of 30°.
 Neutral attack  Has an angle of 0°.
 Forward smash (1st hit)  A small portion of the slash has an angle of 35° on grounded opponents.
 Down smash (2nd hit)  The second hit has an angle of 30°.
 Neutral aerial (loop hits)  A small portion of the slashes has an angle of 25°.
 Impact Orbitars have an angle of 30º
 Down smash (final hit)  The last hit has an angle of 33°.
 Back aerial  Both hits have an angle of 35°.
 Down tilt  Has an angle of 30°.
 Down smash  When used with the Bronze Sword, it has an angle of 28°.
 Neutral aerial  Has an angle of 30°.
 Down tilt  Has an angle of 30° when either hit.
 Down smash  Rosalina and Luma have an angle of 32° and 33°, respectively.
 Back aerial  Rosalina and Luma have an angle of 30° and 28°, respectively.
 Down tilt  Has an angle of 30°.
 DoubleEdge Dance  Angled downwards, the third hit is a semispike with an angle of 20°.
 Hadoken  On grounded opponents, all hitboxes (excluding Shakunetsu Hadoken's final hit) have an angle of 0°.
 Down smash  Both hits have an angle of 31°.
 Neutral aerial (1st hit)  The first hit has an angle of 32°.
 Forward aerial (2nd4th hits)  A small portion of the blasts has an angle of 18°.
 Missile (homing missile)  Has an angle of 0°.
 Up tilt (1st hit)  A small portion of the kick has an angle of 0°.
 Forward smash (1st hit)  A small portion of the kick has an angle of 26°.
 Light Arrow  Has a launch angle of 20º
 Forward smash (1st hit)  A small portion of the stab has an angle of 10°.
 Dash attack (loop hits)  The loops have an angle of 0°.
 Down smash  Both hits have an angle of 30°.
 Down throw  The final hit has an angle of 20°.
 Forward tilt  The hitboxes further away from Toon Link have an angle of 20°.
 Dash attack  The late hit has an angle of 180°. It is one of the few semispikes to send the opponent backwards.
 Down smash  All hits have an angle of 30°.
 Wario Waft (fully charged)  The clean hit is a semispike with an angle of 35°.
 All of the above moves are also semispikes for Wario Man.
 Down tilt  The initial windbox has an angle of 0°.
 Down smash  Both hits have an angle of 20°.
 Down tilt  The hitboxes closer to Yoshi have an angle of 28°.
 Down smash  Both hits have an angle of 30°.
 Forward smash (loop hits)  The hitbox closer to Zelda has an angle of 25°.
 Down smash  The hitboxes closer to Zelda have an angle of 20°.
See also[edit]

