Editing List of semi-spikes (SSBM)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 4: Line 4:


==List==
==List==
==={{SSBM|Bowser}}===
==={{SSBM|Bowser}}===
*{{mvsub|Bowser|SSBM|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.
*[[Neutral attack]] 1st hit - A small portion of the first claw swipe has an angle of 30.
*{{mvsub|Bowser|SSBM|Back aerial}} - Thrusts himself backwards, attacking with the spikes on his shell. Has semi-spike properties, but its high [[ending lag]] combined with Bowser's poor vertical [[recovery]] make it a very risky edge-guarding maneuver. Less effectively semi-spikes in ''Brawl'' (its angle was changed to 35), though it became more powerful and grants [[invincibility]] on his shell, making it less risky to use.
*[[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|SSBM|Down aerial}} (landing hit)
*[[Back aerial]] - Thrusts himself backwards, attacking with the spikes on his shell. Has semi-spike properties, but high ending [[lag]] combined with Bowser's poor vertical [[recovery]] make it a very risky edge-guarding maneuver. No longer a semi-spike in ''Brawl'' (its angle was changed to 35), though it became more powerful and less risky to use.
*[[Down aerial]] (landing hit)


====[[Giga Bowser]]====
====[[Giga Bowser]]====
*{{mvsub|Giga Bowser|SSBM|Down smash}} (first 7 hits)
*Down smash (first 7 hits)
*{{mvsub|Giga Bowser|SSBM|Back aerial}}
*Back aerial


==={{SSBM|Captain Falcon}}===
==={{SSBM|Captain Falcon}}===
*[[Captain Falcon (SSBM)/Forward aerial|Knee Smash]] - The clean hit is a semi-spike with an angle of 32°; the late hit can be used to gimp opponents.
*[[Up aerial]] - Does an aerial flip kick. The hitbox at his foot at the end of the animation semi-spikes opponents. Much less effective than in ''Smash 64''; the semi-spike part of the move is rarely used in ''Melee'' and ''Brawl'', as not only is it much weaker, but hitting with the main part of the attack doesn't produce vertical knockback like in ''Smash 64'', but also sends opponents on a decent angle for [[edgeguarding]], along with having more knockback than the semi-spike part of the move.
*{{mvsub|Captain Falcon|SSBM|Up aerial}} - Does an aerial flip kick. The hitbox at his foot at the end of the animation semi-spikes opponents. Much less effective than in ''Smash 64''; the semi-spike part of the move is rarely used in ''Melee'' and ''Brawl'', as not only is it much weaker, but hitting with the main part of the attack doesn't produce vertical knockback like in ''Smash 64'', but also sends opponents on a decent angle for [[edgeguarding]], along with having more knockback than the semi-spike part of the move.


==={{SSBM|Dr. Mario}}===
==={{SSBM|Dr. Mario}}===
*{{mvsub|Dr. Mario|SSBM|Back aerial}} - Does a backwards drop kick. A great move for edgeguarding, having high base knockback (43). Sends opponents at 28° with the early hitbox. It is also a useful [[combo]] and [[spacing]] tool.
*[[Back aerial]] - Does a backwards drop kick. A great move for edgeguarding, having high base knockback (43). Sends opponents on a 28 degree angle. It is also a useful [[combo]] and [[spacing]] tool.
*{{mvsub|Dr. Mario|SSBM|Down tilt}} - Does a weak kick that sends opponents toward Dr. Mario.
*[[Down tilt]] - does a weak kick that sends opponents towards the opposite direction Dr.Mario is facing, this move can gimp opponents that are hanging on the ledge.


==={{SSBM|Donkey Kong}}===
==={{SSBM|Donkey Kong}}===
*[[Donkey Kong (SSBM)/Forward throw|Cargo down throw]] - Throws opponent forward like a bowling ball. While it doesn't send at an angle that is typically considered a semi-spike, it is useful for stage spiking foes.
*Cargo down throw - Throws opponent forward like a bowling ball.


==={{SSBM|Falco}}===
==={{SSBM|Falco}}===
*{{mvsub|Falco|SSBM|Down smash}} - Does a split kick. Same as Fox's down smash, but has slightly less power and [[ending lag]].
*[[Down smash]] - Does a split kick. Same as Fox's down smash, but has slightly less power and [[ending lag]].


==={{SSBM|Fox}}===
==={{SSBM|Fox}}===
*{{mvsub|Fox|SSBM|Down smash}} - Does a split kick. It is very fast with good power and decent [[reach]]. It can be very effective if landed near the [[edge]]. It has noticeable [[ending lag]] however, and its [[edgeguarding]] capabilities are rather limited. Less effective in ''Melee'' than it is in ''Smash 64''.
*Down smash - Does a split kick. It is very fast with good power and decent [[reach]]. It can be very effective if landed near the [[edge]]. It has noticeable [[ending lag]] however, and its [[edgeguarding]] capabilities are rather limited. Less effective in ''Melee'' than it is in ''Smash 64''.
*[[Fox (SSBM)/Down_special|Reflector]] - Has [[set knockback]]. Using the move to [[gimp]] is known as the [[shine spike]]. Much more effective on characters with poor [[recover]]ies.
*[[Reflector]] - Has [[set knockback]]. Using the move to [[gimp]] is known as the [[shine spike]]. Much more effective on characters with poor [[recover]]ies.


==={{SSBM|Ganondorf}}===
==={{SSBM|Ganondorf}}===
*{{mvsub|Ganondorf|SSBM|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 produces more [[hitstun]], and is overall 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 edgeguarding 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 produces more [[hitstun]], and is overall 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 edgeguarding game.


==={{SSBM|Jigglypuff}}===
==={{SSBM|Jigglypuff}}===
*{{mvsub|Jigglypuff|SSBM|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 aerials and [[WoP]] 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 aerials and [[WoP]] for edgeguarding.
*{{mvsub|Jigglypuff|SSBM|Down aerial}} - Does a drill kick. If it is sourspotted, the move can semi-spike. However, it is terrible for edgeguarding due to its extreme lack of power and its exceptionally small hitboxes.  
*Down aerial - Does a [[Drill (archetype)|drill]] kick. If it is sourspotted, the move can semi-spike.


==={{SSBM|Kirby}}===
==={{SSBM|Kirby}}===
*{{mvsub|Kirby|SSBM|Down smash}} - Does a spinning split kick. When [[sourspot]]ted, 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 decent for edgeguarding.
*Down smash - Does a spinning split kick. When [[sourspot]]ted, 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.


==={{SSBM|Link}}===
==={{SSBM|Link}}===
*{{mvsub|Link|SSBM|Up throw}} - Slashes the opponent upwards. If it hits any bystanders, they will be semi-spiked.
*Neutral attack 3rd hit - A very weak stab forward.
*[[Link (SSBM)/Up special|Spin Attack]] ([[NTSC]] versions only) - Hitting the opponent after the initial hitbox will semi-spike them. With very high base knockback, fast startup, and good reach, it is especially effective and is considered one of the best semi-spikes in ''Melee''.
*[[Up throw]] - Slashes the opponent upwards. If it hits any bystanders, they will be semi-spiked.
*[[Spin Attack]] ([[NTSC]] versions only) - Hitting someone with it after the initial hitbox semi-spikes the opponent. With very high base knockback, fast startup, and good reach, it is especially effective and was considered one of the best semi-spikes in ''Melee''.
 
==={{SSBM|Luigi}}===
*[[Luigi Cyclone]] 1st hit - Weak and impractical, but still a semi-spike.


==={{SSBM|Marth}}===
==={{SSBM|Marth}}===
*{{mvsub|Marth|SSBM|Down tilt}} - Thrusts his sword forward across the ground. Fast, good reach, and decent power makes this an effective edgeguarding tool, especially against those who try [[edge sweetspot|sweetspotting the edge]].
*[[Down tilt]] - Thrusts his sword forward across the ground. When tipped, it semi-spikes the opponent. Fast, good reach, and decent power makes this a effective edgeguarder, especially against those who try [[edge sweetspot|sweetspotting the edge]].


==={{SSBM|Mewtwo}}===
==={{SSBM|Mewtwo}}===
Line 53: Line 56:


==={{SSBM|Mr. Game & Watch}}===
==={{SSBM|Mr. Game & Watch}}===
*{{mvsub|Mr. Game & Watch|SSBM|Down smash}} (sourspotted) - Swings two hammers on both sides. The sourspot is located at the handles. With fast speed and good reach, it isn't too hard to land, and has decent power.
*Down smash (sourspotted) - Swings two hammers on both sides. The sourspot is located at the handles. With fast speed and good reach, it isn't too hard to land, though it's pretty weak.
*[[Mr. Game & Watch (SSBM)/Neutral special|Chef]] - The frying pan semi-spikes with low power. It is not effective as a edgeguarder due to its short reach and slow start-up lag.
*[[Chef]] - The frying pan semi-spikes with low power. It is not effective as a edgeguarder due to its short reach and slow start-up lag.
*[[Mr. Game & Watch (SSBM)/Side special|Judgement]] number 6 - Semi-spikes opponents with high base knockback, accompanied by [[flame]] damage. It is noticeable for being the only other Judge other than #9 that can be useful over other options. It is deadly to recovering opponents, but the random nature makes it difficult to land.
*[[Judge]] number 6 - Semi-spikes opponents with high base knockback, accompanied by [[flame]] damage. It is noticeable for being the only other Judge other than #9 that can be useful over other options. It is deadly to recovering opponents, but the random nature makes it difficult to land.


==={{SSBM|Ness}}===
==={{SSBM|Ness}}===
*{{mvsub|Ness|SSBM|Dash attack}} - Pushes forward with PK sparkles in front of his hands. The first hitbox send opponents on a extremely powerful 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.


==={{SSBM|Peach}}===
==={{SSBM|Peach}}===
*{{mvsub|Peach|SSBM|Down smash}} - It is the strongest semi-spike in ''Melee'', and its high base knockback can allow for very early KOs near the ledge, being especially deadly against characters with poor recoveries.
*Down smash - It is the strongest semi-spike in ''Melee'', and its high base knockback can allow for very early KOs near the ledge, being especially deadly against characters with poor recoveries.
*{{mvsub|Peach|SSBM|Forward smash}} (tennis racket) - When sweetspotted, it has decent power for a semi-spike. Otherwise, it is weak. It is difficult to use for edgeguarding, due to its short reach and the random nature of Peach's forward smash.
*Forward smash (tennis racket) - When sweetspotted, it has decent power for a semi-spike. Otherwise, it is weak. It is difficult to use for edgeguarding, due to its short reach and the random nature of Peach's forward smash.
*[[Peach Bomber]] - Not too powerful, and has somewhat high ending lag.
*[[Vegetable]]s


==={{SSBM|Pichu}}===
==={{SSBM|Pichu}}===
*{{mvsub|Pichu|SSBM|Down tilt}} - Does a tail whip along the ground. Has fast startup, but its very low reach limits its edgeguarding capabilities.
*Down tilt - Does a tail whip along the ground. Has fast startup, but its very low reach limits its edgeguarding capabilities.
*{{mvsub|Pichu|SSBM|Down smash}} - Spins on the ground. Semi-spikes the opponent in the opposite direction Pichu is facing.
*Down smash - Spins on the ground. Semi-spikes the opponent in the opposite direction Pichu is facing.


==={{SSBM|Pikachu}}===
==={{SSBM|Pikachu}}===
*{{mvsub|Pikachu|SSBM|Up aerial}} - Semi-spikes somewhat weakly during the third and fourth frames (when the tail is directly above Pikachu), but the attack is fast and can be useful for gimping.
*Up aerial - Semi-spikes somewhat weakly during the third and fourth frame (when the tail is directly above Pikachu), but the attack is fast and can be useful for gimps.


==={{SSBM|Samus}}===
==={{SSBM|Samus}}===
*[[Samus (SSBM)/Down_special|Bomb]] - The explosion produces a very weak and impractical semi-spike. However, the hitstun can be used to pull off gimps on characters with poor recoveries.
*[[Bomb (Samus)|Bomb]] - The explosion produces a very weak semi-spike. However, the hitstun can be used to pull off gimps on characters with poor recoveries.
*[[Samus (SSBM)/Side special|Homing Missile]] - Has a 0° angle.
*[[Samus (SSBM)/Up special|Screw attack]] (grounded) - The late hits have a knockback angle of 200°.


==={{SSBM|Sheik}}===
==={{SSBM|Sheik}}===
*{{mvsub|Sheik|SSBM|Forward aerial}} - Quickly swipes her hand in front of her, semi-spiking the opponent. Extremely fast with good power, it is one of the most well-known and feared semi-spikes in ''Melee'', despite its short reach and duration.
*[[Forward aerial]] - Quickly swipes her hand in front of her, semi-spiking the opponent. Extremely fast with good power, it is one of the most well-known and feared semi-spikes in ''Melee'', despite its short reach and short-lasting hitbox.


==={{SSBM|Yoshi}}===
==={{SSBM|Yoshi}}===
*{{mvsub|Yoshi|SSBM|Down tilt}} - Sweeps his tail along the ground. Has set knockback. It is fast with decent reach, and can be useful for edgeguarding despite its set knockback.
*Down tilt - Sweeps his tail along the ground. Has set knockback. It is fast with decent reach, and can be useful for edgeguarding.
*{{mvsub|Yoshi|SSBM|Down smash}} - Does a tail smack in front of himself, then behind. Much more powerful in ''Melee'' than it is in ''Smash 64'' and ''Brawl'', along with sending opponents on an arguably more favourable angle. It also has extremely low startup lag. Can be used after an onstage forward aerial.
*Down smash - Does a tail smack in front of himself, then behind. Much more powerful in ''Melee'' than it is in ''Smash 64'' and ''Brawl'', along with sending opponents on an arguably more favourable angle. It also has extremely low startup lag. Can be used after an onstage forward aerial.


==={{SSBM|Zelda}}===
==={{SSBM|Zelda}}===
*{{mvsub|Zelda|SSBM|Up smash}} - Parts of the first hits act as semi-spikes, though the minimal [[SDI]] capacity makes it difficult for it to be a deciding blow.
*[[Forward smash]] - Like the up smash, parts of the first hits act as semi-spikes to keep targets trapped in the attack.
*{{mvsub|Zelda|SSBM|Forward smash}} - Like the up smash, parts of the first hits act as semi-spikes to keep targets trapped in the attack.
*[[Up smash]] - Parts of the first hits act as semi-spikes, though the minimal [[SDI]] capacity makes it difficult for it to be a deciding blow.
*{{mvsub|Zelda|SSBM|Down smash}} - Very fast and it has good power for a semi-spike. It's short reach limits its edgeguard capabilities but can still be effective. Much stronger in ''Brawl'' than it is in ''Melee''.
*Down smash - Very fast and it has good power for a semi-spike. It's short reach limits its edgeguard capabilities but can still be effective. Much stronger in Brawl than it is in Melee.
*{{mvsub|Zelda|SSBM|Neutral aerial}} - Works in the same way as the up and forward smashes.
*[[Neutral aerial]] - Works in the same way as the up and forward smashes.
*[[Zelda (SSBM)/Neutral special|Nayru's Love]] - Functions like the previous moves (excluding down smash).
*[[Nayru's Love]] (first five hits)


===Other===
===Other===
Line 99: Line 102:
*[[List of semi-spikes (SSB)]]
*[[List of semi-spikes (SSB)]]
*[[List of semi-spikes (SSBB)]]
*[[List of semi-spikes (SSBB)]]
*[[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 (SSBM)]]

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 4.0 International license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: