Editing List of semi-spikes (SSBB)

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*[[Neutral attack]] 1st hit - A small portion of the first claw swipe has an angle of 30.
*[[Neutral attack]] 1st hit - A small portion of the first claw swipe has an angle of 30.
*{{mvsub|Bowser|SSBB|Down smash}} - Spins in his shell on the ground. The first 6 hits are semi-spikes, though they cannot really be used as such because of the follow-up hits.
*{{mvsub|Bowser|SSBB|Down smash}} - Spins in his shell on the ground. The first 6 hits are semi-spikes, though they cannot really be used as such because of the follow-up hits.
*[[Back aerial]] - Launches at 35° rather than 28° as in ''Melee'', but it is stronger and less risky than the aforementioned variant.
*[[Down aerial]] (landing hit)
*[[Down aerial]] (landing hit)


===={{b|Giga Bowser|Final Smash}}====
===={{b|Giga Bowser|Final Smash}}====
*Down smash (first 7 hits)
*Down smash (first 7 hits)
*[[Back aerial]] - Unlike Bowser's, it retained its original semi-spike angle in ''Brawl''.
*[[Back aerial]] - Unlike Bowser's, it retained its semi-spike angle in ''Brawl''.


==={{SSBB|Captain Falcon}}===
==={{SSBB|Captain Falcon}}===
*[[Up aerial]] - Does a bicycle kick. The hitbox at his foot at the end of the animation semi-spikes opponents.
*[[Up aerial]] - Does an aerial flip kick. The hitbox at his foot at the end of the animation semi-spikes opponents.
*[[Knee Smash]] - Some lower hitboxes of the attack can semi-spike powerfully.
*[[Knee Smash]] - Some lower hitboxes of the attack can semi-spike powerfully.
*[[Down tilt]] - If Captain Falcon's body connects, then the opponent will be semi-spiked.
*[[Down tilt]] - If Captain Falcon's body connects, then the opponent will be semi-spiked.
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==={{SSBB|Ganondorf}}===
==={{SSBB|Ganondorf}}===
*[[Forward tilt]] - Kicks straight forward. It is the second strongest semi-spike in Brawl at high percents due to its high knockback scaling, but its poor vertical reach limits its edgeguarding capabilities. However its power makes it effective at KOing near ledges.
*[[Forward tilt]] - Kicks straight forward. It is the second strongest semi-spike in Brawl at high percents due to its high knockback scaling, but its poor vertical reach limits its edgeguarding capabilities. However its power makes it effective at KOing near ledges.
*Up aerial - Does a bicycle kick. The hitbox at his foot at the end of the animation semi-spikes opponents. Compared to Captain Falcon's up aerial, it is stronger and more useful. It is one of the best and most known semi-spikes in both ''Melee'' and ''Brawl'', and it complements Ganondorf's already deadly edgeguard game.
*Up aerial - Does an aerial flip kick. The hitbox at his foot at the end of the animation semi-spikes opponents. Compared to Captain Falcon's up aerial, it is stronger and more useful. It is one of the best and most known semi-spikes in both ''Melee'' and ''Brawl'', and it complements Ganondorf's already deadly edgeguard game.


==={{SSBB|Jigglypuff}}===
==={{SSBB|Jigglypuff}}===
*Down smash - Does a spinning split kick. Low start-up lag and good power for a semi-spike. It has noticeable ending lag though, and with its very short reach, Jigglypuff is better off using its Wall of Pain for edgeguarding.
*Down smash - Does a spinning split kick. Low start-up lag and good power for a semi-spike. It has noticeable ending lag though, and with its very short reach, Jigglypuff is better off using its Wall of Pain for edgeguarding.
*Down aerial - Does a drill kick. If it is sourspotted, the move can semi-spike.
*Down aerial - Does a [[Drill (archetype)|drill]] kick. If it is sourspotted, the move can semi-spike.
*[[Puff Up]] - If an opponent hits it while it is shrinking, the attack is a [[OHKO]] semi-spike.
*[[Puff Up]] - If an opponent hits it while it is shrinking, the attack is a [[OHKO]] semi-spike.


==={{SSBB|Kirby}}===
==={{SSBB|Kirby}}===
*Down smash - Does a spinning split kick. When sourspotted, it semi-spikes the opponent with decent knockback. To sourspot, Kirby has to hit the opponent with tips of his feet. It has decent reach and fast startup, so it is usable for edgeguarding.
*Down smash - Does a spinning split kick. When sourspotted, it semi-spikes the opponent with decent knockback. To sourspot, Kirby has to hit the opponent with tips of his feet. It has decent reach and fast startup, so it is usable for edgeguarding.
*Aerial {{b|Hammer|move}} (second swing) - A very powerful semi-spike, it is the second strongest semi-spike at low percentages and the third strongest at high percentages. However, landing it is very difficult since Kirby has to the land the second hit, not the first hit (which will knock the opponent out of reach for the second hit) and both strikes have noticeable start-up lag. If Kirby does land the second hit on a recovering opponent, it usually results in a [[KO]]. Both grounded Hammer and first hit of aerial hammer send the opponent flying diagonally instead.
*Aerial {{b|Hammer|move}} (second swing) - A very powerful semi-spike, it is the second strongest semi-spike at low percentages and the third strongest at high percentages. However, landing it is very difficult since Kirby has to the land the second hit, not the first hit (which will knock the opponent out of reach for the second hit) and both strikes have noticeable start-up lag. If Kirby does land the second hit on a recovering opponent, it usually results in a [[KO]].Both grounded Hammer and first hit of aerial hammer send the opponent flying diagonally instead.
*[[Stone]] - Side hitboxes upon landing semi-spike with decent power. Very slow start-up and very limited reach make it near impractical for edge-guarding with, however.
*[[Stone]] - Side hitboxes upon landing semi-spike with decent power. Very slow start-up and very limited reach make it near impractical for edge-guarding with, however.


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==={{SSBB|Luigi}}===
==={{SSBB|Luigi}}===
*[[Luigi Cyclone]] 1st hit - Weak and impractical, but still a semi-spike.
*[[Luigi Cyclone]] 1st hit - Weak and impractical, but still a semi-spike.
*[[Fireball]] - Extremely weak knockback, not being able to KO at 999%, but can potentially halt certain recoveries.
*[[Fireball]] Extremely weak knockback,not being able to KO at 999%,but can potentially halt certain recoveries.


==={{SSBB|Marth}}===
==={{SSBB|Marth}}===
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==={{SSBB|Meta Knight}}===
==={{SSBB|Meta Knight}}===
*{{mvsub|Meta Knight|SSBB|Down aerial}} - Thrusts his sword below himself. Extremely fast and low ending lag, Meta Knight can [[WoP]] opponents with his down aerial, making it deadly for characters with poor and/or predictable recoveries. This, combined with its decent power and Meta Knight's multiple jumps, make it arguably the best semi-spike in ''Brawl'', if not the most versatile.
*{{mvsub|Meta Knight|SSBB|Down aerial}} - Thrusts his sword below himself. Extremely fast and low ending lag, Meta Knight can [[WoP]] opponents with his down aerial, making it deadly for characters with poor and/or predictable recoveries. This, combined with its decent power and Meta Knight's multiple jumps, make it arguably the best semi-spike in ''Brawl'', if not the most versatile. The sourspot of the attack is not a semi-spike however (its angle is 35).
*Aerial [[Shuttle Loop]] - Semi-spikes if the opponent is hit while Meta Knight is rising. Has very high base knockback but very low knockback scaling. Almost no start-up lag and very strong initial knockback makes it arguably the deadliest semi-spike in ''Brawl'', as it is a near invariable KO if landed offstage or near the ledge. It's also great for [[stage spiking]]. Additionally, it's an excellent anti-edgeguard maneuver, as characters risk being semi-spiked away from the stage in attempting to edgeguard Meta Knight. It is a very effective edgeguarder, but is risky since it leaves Meta Knight in a helpless state after the move is finished. Most effective at edgeguarding opponents recovering from above, due to the nature of the attack and being less risky.
*Aerial [[Shuttle Loop]] - Semi-spikes if the opponent is hit while Meta Knight is rising. Has very high base knockback but very low knockback scaling. Almost no start-up lag and very strong initial knockback makes it arguably the deadliest semi-spike in ''Brawl'', as it is a near invariable KO if landed offstage or near the ledge. It's also great for [[stage spiking]]. Additionally, it's an excellent anti-edgeguard maneuver, as characters risk being semi-spiked away from the stage in attempting to edgeguard Meta Knight. It is a very effective edgeguarder, but is risky since it leaves Meta Knight in a helpless state after the move is finished. Most effective at edgeguarding opponents recovering from above, due to the nature of the attack and being less risky.


==={{SSBB|Mr. Game & Watch}}===
==={{SSBB|Mr. Game & Watch}}===
*Forward tilt - Has a very disjointed hitbox and high knockback.
*Down tilt - Opens a Manhole in front of himself. Has high base knockback, but very low knockback scaling. It is effective at edgeguarding, as it is fast, has good [[disjointed]] reach, and has a long-lasting hitbox.
*Down tilt - Opens a Manhole in front of himself. Has high base knockback, but very low knockback scaling. It is effective at edgeguarding, as it is fast, has good [[disjointed]] reach, and has a long-lasting hitbox.
*Down smash (sourspotted) - Swings two hammers on both sides. The sourspot is located at the handles. With high speed, power, and reach, it is effective at edgeguarding. Even though its sweetspot sends opponents vertically, it can still be effective at edgeguarding given how powerful it is.
*Down smash (sourspotted) - Swings two hammers on both sides. The sourspot is located at the handles. With high speed, power, and reach, it is effective at edgeguarding. Even though its sweetspot sends opponents vertically, it can still be effective at edgeguarding given how powerful it is.
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==={{SSBB|Ness}}===
==={{SSBB|Ness}}===
*Down tilt - Does a rapid kick towards the ground. It is a semi-spike, but an extremely weak one. Nearly unnoticeable, the move is used mainly for racking up damage than to launch the opponent. Unable to KO even at 999%.
*Down tilt - Does a rapid kick towards the ground. It is a semi-spike, but an extremely weak one. Nearly unnoticeable, the move is used mainly for racking up damage than to launch the opponent.Unable to KO even at 999%.
*[[Dash attack]] - Pushes forward with PK sparkles in front of his hands. The hitboxes before the final hitbox send opponents on a weak horizontal angle.
*[[Dash attack]] - Pushes forward with PK sparkles in front of his hands. The hitboxes before the final hitbox send opponents on a weak horizontal angle.


==={{SSBB|Peach}}===
==={{SSBB|Peach}}===
*Forward smash (tennis racket) - When sweetspotted, it is the strongest semi-spike in the game. Otherwise, it is weak. It is unreliable for edge-guarding, due to its short reach and the random nature of Peach's forward smash, but is potentially deadly.
*Forward smash (tennis racket) - When sweetspotted, it is the strongest semi-spike in the game. Otherwise, it is weak. It is unreliable for edge-guarding, due to its short reach and the random nature of Peach's forward smash, but is potentially deadly.
*Down smash - In ''Brawl'', while it still semi-spikes, it was drastically weakened from ''Melee'' to the point where it can't even KO at [[Sudden Death]] percentages. Possesses [[stage spiking]] abilities however.
*Down smash - In ''Brawl'', while it still semi-spikes, it was drastically weakened from ''Melee'' to the point where it can't even KO at [[Sudden Death]] percentages.
*[[Peach Bomber]] - Decent power, but has high lag.
*[[Peach Bomber]] Decent power,but has high lag.
*[[Vegetable]]s - Very weak and impractical except for the stitch-face and to a lesser extent, the dot-eyes vegetables, which have high knockback. However, these two cannot be pulled very often.
*[[Vegetable]]s Very weak and impractical except for the stitch-face and to a lesser extent,the dot-eyes vegetables,which have high knockback.However,these two cannot be pulled very often.


==={{SSBB|R.O.B.}}===
==={{SSBB|R.O.B.}}===
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==={{SSBB|Samus}}===
==={{SSBB|Samus}}===
*[[Bomb (Samus)|Bomb]] - The explosion produces a very weak and impractical semi-spike. Nearly useless for edgeguarding.
*[[Bomb (Samus)|Bomb]] - The explosion produces a very weak and impractical semi-spike.Nearly useless for edgeguarding.


==={{SSBB|Sheik}}===
==={{SSBB|Sheik}}===
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==={{SSBB|Wario}}===
==={{SSBB|Wario}}===
*Down smash - Rather strong, but has low range and it is only really useful when the clean hit connects.
*Down smash Rather strong,but has low range and it is only really useful when the clean hit connects.
*Back throw - Any bystanders will be semi-spiked.
*Back throw - Any bystanders will be semi-spiked.
*Slow edge attack - Can only be useful when the opponent is at abnormally high percents.
*Slow edge attack Can only be useful when the opponent is at abnormally high percents.Also is very laggy.
*[[Wario Bike]] (wheelie) - Very slow while not being particularly powerful.
*[[Wario Bike]] (wheelie) Very slow while not being particularly powerful.Not recommended overall.


====[[Wario-Man]]====
====[[Wario-Man]]====
*Down tilt - Very fast and powerful.
*Down tilt - Very fast and powerful.
*Down smash - Poor range, but high power.  
*Down smash-Poor range,but high power.  
*[[Forward throw]] - Slow, but very strong, KOing at around 50% from the center of neutral stages.
*[[Forward throw]] Slow,but very strong,KOing at around 50% from the center of neutral stages.
*Back throw (only to bystanders)
*Back throw (only to bystanders)
*Slow edge attack - A rather strong semi-spike.
*Slow edge attack- A rather strong semi-spike.
*Wario Bike (wheelie)
*Wario Bike (wheelie)
*[[Wario Waft]] (fully charged) - Extremely powerful, one-hit KOing opponents on all wall-less stages. A very large hitbox to further complement this.
*[[Wario Waft]] (fully charged) Extremely powerful,one-hit KOing opponents on all wall-less stages.A very large hitbox to further complement this.


==={{SSBB|Wolf}}===
==={{SSBB|Wolf}}===
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*{{SSBB|Master Hand}}'s open hand crush has two hitboxes; if the player is hit by his palm, they will be sent horizontally on a semi-spike trajectory with powerful knockback. If the player is just outside his palm, it instead results in considerable vertical knockback. {{SSBB|Crazy Hand}} has a similar attack, though it is weaker and deals 10% less damage.
*{{SSBB|Master Hand}}'s open hand crush has two hitboxes; if the player is hit by his palm, they will be sent horizontally on a semi-spike trajectory with powerful knockback. If the player is just outside his palm, it instead results in considerable vertical knockback. {{SSBB|Crazy Hand}} has a similar attack, though it is weaker and deals 10% less damage.
*If the opponent is grabbed by the player and another opponent attacks the player that grabs the opponent, the opponent that was being grabbed will be sent horizontally on a semi-spike trajectory.
*If the opponent is grabbed by the player and another opponent attacks the player that grabs the opponent, the opponent that was being grabbed will be sent horizontally on a semi-spike trajectory.
*Several enemies in The Subspace Emissary have moves with these properties, and are usually extremely dangerous. Powerful ones include an [[Autolance]]'s stab, the final hit of an [[Armight]]'s combo, a [[Ticken]]'s charge, and [[Tabuu]]'s Movement Throw attack.
*Several enemies in The Subspace Emissary have moves with these properties, and are usually extremely dangerous. Powerful ones include an [[Autolance]]'s stab, the final hit of an [[Armight]]'s combo, a [[Ticken]]'s charge, and [[Tabuu]]'s Golden Brackets attack.


==See also==
==See also==
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*[[List of semi-spikes (SSBM)]]
*[[List of semi-spikes (SSBM)]]
*[[List of semi-spikes (SSB4)]]
*[[List of semi-spikes (SSB4)]]
*[[List of semi-spikes (SSBU)]]


[[Category:Semi-spikes]]
[[Category:Semi-spikes]]
[[Category:Lists]]
[[Category:Lists]]
[[Category:Game mechanics]]
[[Category:Attacks]]
[[Category:Techniques (SSBB)]]

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