Editing Stage spike

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Stage spikes are most useful for characters who have difficulty KOing opponents otherwise (such as {{SSBB|Sonic}}), though they are incredibly useful for any character as they provide the means for an early KO. Stage spikes usually occur when an opponent is recovering from below near the stage, where the edge-guarder can then drop off and hit the opponent with an aerial, knocking them into the stage and stage spiking as a result. Stage spikes also commonly occur to reckless edge-guarders, who get hit into the stage and stage spiked from the opponent's recovery move; this especially happens when a player attempts to [[edgehog]] too soon and runs out of their ledge invincibility before the opponent's recovery move hits them. The risk of getting stage spiked can serve as a significant deterrent to edge-guarding characters whose recovery moves deal high knockback, such as the aforementioned Marth and {{SSBB|Meta Knight}}.
Stage spikes are most useful for characters who have difficulty KOing opponents otherwise (such as {{SSBB|Sonic}}), though they are incredibly useful for any character as they provide the means for an early KO. Stage spikes usually occur when an opponent is recovering from below near the stage, where the edge-guarder can then drop off and hit the opponent with an aerial, knocking them into the stage and stage spiking as a result. Stage spikes also commonly occur to reckless edge-guarders, who get hit into the stage and stage spiked from the opponent's recovery move; this especially happens when a player attempts to [[edgehog]] too soon and runs out of their ledge invincibility before the opponent's recovery move hits them. The risk of getting stage spiked can serve as a significant deterrent to edge-guarding characters whose recovery moves deal high knockback, such as the aforementioned Marth and {{SSBB|Meta Knight}}.


There are no flaws with stage spiking in the original ''Super Smash Bros.'', but the addition of [[tech]]ing on walls and ceilings in ''[[Super Smash Bros. Melee]]'' allows stage-spiked characters to completely nullify the knockback; as teching can be buffered in ''Melee'' by pressing the button before even taking the hit, this can be done with relative ease if the victim predicts it. ''[[Super Smash Bros. Brawl]]'' disables the ability to buffer techs in this way, which makes the timing more strict and makes stage spikes overall more effective. This ability was restored in ''[[Super Smash Bros. Ultimate]]'', while also revamping the tech mechanics to make untechable situations knockback-based rather than strictly situational. Additionally, if a character is stage spiked with their total launch speed being 3 units per frame or higher (3 units being half the launch speed of when teching is impossible), when they reach about 25 units below the camera boundary they will be KO'd before reaching the lower blast line, much like [[meteor smash]]es.
There are no flaws with stage spiking in the original ''Super Smash Bros.'', but the addition of [[tech]]ing on walls and ceilings in ''[[Super Smash Bros. Melee]]'' allows stage-spiked characters to completely nullify the knockback; as teching can be buffered in ''Melee'' by pressing the button before even taking the hit, this can be done with relative ease if the victim predicts it. ''[[Super Smash Bros. Brawl]]'' disables the ability to buffer techs in this way, which makes the timing more strict and makes stage spikes overall more effective. This ability was restored in ''[[Super Smash Bros. Ultimate]]'', while also revamping the tech mechanics to make untechable situations knockback-based rather than strictly situational. Additionally, if a character is stage spiked with their total launch speed being 3 units per frame or higher (3 units being half the launch speed of when teching is impossible) when they reach about 25 units below the camera boundary, they will be KO'd before they even reach the lower blast line, much like [[meteor smash]]es.


==Self-stage spiking==
==Self-stage spiking==

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