Editing Smash attack

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A character receives 1.2× additional knockback when hit while charging a smash attack prior to ''Ultimate'' (akin to the counter hit mechanic in other fighting games).
A character receives 1.2× additional knockback when hit while charging a smash attack prior to ''Ultimate'' (akin to the counter hit mechanic in other fighting games).


Some forward smashes can be [[angled]] in the same way [[forward tilt]]s can - depending on the angle and the attack, a different amount of damage may be dealt. Usually, smash attacks deal extra damage when angled up and less when angled down (usually a 1% or 2% difference), with the only trade-off being the difficulty in hitting shorter targets when angled up, making an upward angled forward smash better for hitting opponents jumping near the player. Angled smash attacks can have other properties as well, such as {{SSBB|Luigi}}'s forward smash gaining extra [[IASA]] frames when angled up in [[Brawl]], or {{SSB4|Little Mac}}'s forward smash being totally different depending on where it is angled.
Some forward smashes can be [[angled]] in the same way [[forward tilt]]s can - depending on the angle and the attack, a different amount of damage may be dealt. Usually, smash attacks deal extra damage when angled up and less when angled down (usually a 1% or 2% difference), which the trade-off being the difficulty in hitting shorter targets when angled up. Angled smash attacks can have other properties as well, such as {{SSBB|Luigi}}'s forward smash gaining extra [[IASA]] frames when angled up in [[Brawl]], or {{SSB4|Little Mac}}'s forward smash being totally different depending on where it is angled.


Smash attacks are often powerful finishing moves and/or large attacks, however, they sometimes tend to be [[lag]]gy: they usually come out slower than a [[neutral attack|neutral]] or [[tilt attack|tilted attacks]], and have longer endlag, a prominent example being {{SSB4|Palutena}}'s smash attacks, which have notable startup lag and among the highest cooldown. However, there are a few exceptions to this rule, with notable examples being [[Pikachu]]'s forward smash, [[Mario]]'s up smash (except in ''SSB'') and [[Mr. Game & Watch]]'s smash attacks, all of which have low cooldown while only his up smash has noticeably high startup. A character who [[spam]]s smash attacks is easy to counter in most scenarios and all skill levels of play. As with any attack, the smash attack's power will also be affected with [[stale-move negation]] when it is overused. At the same time, frequently spamming via charging them at inappropriate times can also warrant increased knockback as aforementioned, which foes can easily use as an amplified and deadly [[punish]].
Smash attacks are often powerful finishing moves and/or large attacks, however, they sometimes tend to be [[lag]]gy: they usually come out slower than a [[neutral attack|neutral]] or [[tilt attack|tilted attacks]], and have longer endlag, a prominent example being {{SSB4|Palutena}}'s smash attacks, which have notable startup lag and among the highest cooldown. However, there are a few exceptions to this rule, with notable examples being [[Pikachu]]'s forward smash, [[Mario]]'s up smash (except in ''SSB'') and [[Mr. Game & Watch]]'s smash attacks, all of which have low cooldown while only his up smash has noticeably high startup. A character who [[spam]]s smash attacks is easy to counter in most scenarios and all skill levels of play. As with any attack, the smash attack's power will also be affected with [[stale-move negation]] when it is overused. At the same time, frequently spamming via charging them at inappropriate times can also warrant increased knockback as aforementioned, which foes can easily use as an amplified and deadly [[punish]].

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