List of semi-spikes (SSBU)

This is a list of semi-spikes in Super Smash Bros. Ultimate.

Neutral attack tippers
In Ultimate, every character's neutral attack is designed with a semi-spike (180°) tipper on the first hit to ensure the rest of the combo connects, with the exception of, , , , , , /, /, and.

Additionally, the following characters have similar 180° tippers on the second hit of their neutral attacks as well as on the first hit:, , , , , , , , , , , , , , /, , , , and.


 * Down tilt (all hitboxes) - Launches at an angle of 32°.
 * Neutral aerial (top-back multihit) - The top-rear hitbox has an angle of 335°.
 * Back aerial (1st and 2nd hit) - The hitbox covering Kazooie has a angle of 180° on the first hit and 190° on the second hit versus grounded opponents.
 * Up aerial (late 1st hit) - The wing hitboxes have angles of 178° and 2°.


 * Down smash (1st hit) - Has an angle of 0°.
 * Forward aerial (1st hit) - The top inner hitbox has an angle of 28°.
 * Bullet Climax - The uncharged bullets have an angle of 0°.
 * Witch Twist (final hit) - Has an angle of 32° on the first use, and 0° on its second midair use.
 * Bullet Arts - Only hitboxes on her guns deal knockback.
 * Neutral attack (hit 3, forward) - Has an angle of 34°.
 * Dash attack - Has an angle of 2°.
 * Forward tilt (hit 1 & 2) - Hit 1 has an angle of 4° and hit 2 has an angle of 20°.
 * Up smash (forward) - Has an angle of 17°.
 * Neutral aerial (lower foot) - Has an angle of 330°.
 * Back aerial - Has an angle of 12°.
 * After Burner Kick (upwards) - Upper leg has an angle of 20° and lower leg has an angle of 340°


 * Back aerial - Has an angle of 35°.
 * Down aerial (landing hit) - Has an angle of 20°.
 * Up throw (multihits) - Has an angle of 0°.
 * Down throw (collateral hit) - Has an angle of 0°.
 * Whirling Fortress (grounded multihits) - Has angles of 160° and 165°.


 * Dash attack (multihits) - An early inner hitbox has an angle of 30°.
 * Up smash (2nd hit) - Hitbox furthest from the ground has an angle of 190°.
 * Forward throw (collateral hit) - Has an angle of 25°.
 * Down throw - Has an angle of 30°.
 * Shadow Mario Paint (multihits) - Has angles of 150° between frames 170-290.


 * Forward tilt - Has an angle of 35°.
 * Neutral aerial (landing hit) - Has an angle of 30°.
 * Back aerial - The early tipper has an angle of 28°.
 * Failnaught (uncharged) - Has an angle of 35°.


 * Down tilt - Has an angle of 25° on the foot and leg, an angle of 155° on his body.
 * Down smash - Both hits of the move have angles of 28°.
 * Forward aerial (sweetspot) - Has an angle of 32°.
 * Up aerial - The late hit has an angle of 30°.


 * Down tilt - Has an angle of 30°.


 * Neutral attack (3rd hit) - Has an angle of 30°.
 * Forward smash (1st and 2nd hit) - The first hit has hitboxes with angles of 170°, 0°, and 180°, while the second hit has angles of 15° and 170°.
 * Down smash - The final hit has an angle of 35°.
 * Down smash (1st hit) - Has angles of 170°, 155°, 160°, and 150°.


 * Dash attack (multihits) - Has an angle of 14°.
 * Down smash - The front hit has an angle of 32°, and the back hit has an angle of 35°.


 * Neutral attack (hit 2) - Has an angle of 35°.
 * Dash attack (1st hit) - The inner hitbox has an angle of 30° versus aerial opponents.
 * Forward smash (tennis racket) - Has an angle of 27°.
 * Down smash (multihits) - Has angles of 0° and 180°.
 * Vegetable - Has an angle of 30°.


 * Forward smash (1st hit, very close) - One hitbox has an angle of 0° versus aerial opponents and another with an angle of 35° versus grounded opponents.
 * Down smash (2nd hit) - Has an angle of 30°.
 * Neutral aerial (top-back multihit) - The top-rear hitbox has an angle of 335°.
 * Up aerial (multihits) - Outer hitboxes have angles of 165°.


 * Up smash (2nd - 4th hits) - The second and third hits have inner hitboxes with an angle of 160°, while the fourth hit has an inner hitbox with an angle of 170°.
 * Down smash - Has an angle of 30°.
 * Neutral aerial (1st hit) - Has an angle of 32°
 * Forward aerial (1st - 4th hits) - Inner hitboxes have angles of 18°.
 * Missile (homing missile) - Has an angle of 0°.
 * Phazon Laser - Contact hitbox has an angle of 18°, point-blank and inner hitboxes have an angle of 20°, and upper-edge has an angle of 325°.


 * Forward tilt - Has an angle of 35°.
 * Dash attack (1st and 2nd hit) - The first hit has a foot hitbox with an angle of 35° versus grounded opponents and 10° versus aerial opponents, while the second hit has two foot hitboxes with an angle of 25° versus grounded opponents and 10° versus aerial opponents.
 * Forward smash (1st hit) - The early first hit has an inner hitbox with an angle of 22° and a hand hitbox with an angle of 10° versus aerial opponents, while the late first hit has an inner hitbox with an angle of 22° and a hand hitbox with an angle of 0° versus aerial opponents.
 * Down smash - The front hit has an angle of 33°, and the back hit has an angle of 35°.


 * Spinning Kong (grounded, 2nd - 6th hits) - Inner forward hitbox has an angle of 20°


 * Down smash - The first hit has an angle or 32°, and the second hit has an angle of 30°.
 * Doctor Finale - The front capsule has angles of 34° on hits 1-5 and 30° on hits 7-9, the back capsule has angles of 30° on hits 1-7 and 28° on hits 8-10.


 * Forward tilt (angled down) - Has an angle of 30°.
 * Down tilt - Has an angle of 25°.
 * Forward smash (2nd hit) - Has an angle of 30°.
 * Down smash (3rd hit) - Has an angle of 150°.


 * Up smash (2nd hit) - The late hit has an angle of 200°.
 * Down smash - The tippers have an angle of 25°.
 * Back throw - The throw has an angle of 35°.


 * Down smash - The tippers have an angle of 25°.
 * Back aerial - Has an angle of 30°.
 * Down aerial (multihits) - Body hitbox has an angle of 325°.
 * Reflector - Has an angle of 10° versus grounded opponents and 24° versus aerial opponents.


 * Forward tilt - Has an angle of 22°.
 * Up tilt - The sourspot of the late hit has an angle of 0°.
 * Down smash - The first hit has hitboxes with angles of 160°, 175°, 147°, and 150°, and the second hit has an angle of 35°.
 * Up aerial - The mid hit has an angle of 30°, and the late hit has an angle of 0°.
 * Warlock Punch (aerial version) - Has an angle of 30°.


 * Down smash - Has an angle of 30°.
 * Back aerial - Has an angle of 35° on the upper and middle of the leg on the 1st hit and the upper leg of the 2nd hit.
 * Substitute (diagonal down) - Has an angle of 25°.
 * Water Shuriken (max charge) - Has an angle of 18° except on the final hit that affects opponents that aren't downed.


 * Forward tilt (1st hit) - The close hitbox has an angle of 35° versus aerial opponents.
 * Kaswoosh (multihits) - The hitbox at the center has an angle of 175°


 * Up tilt (multihits) - Tipper hitbox has an angle of 160° versus aerial opponents.
 * Down tilt - Has an angle of 20°.
 * Squall Hammer (spinning hits) - Inner hitboxes have an angle of 25° and the outer hitboxes have an angle of 32°.


 * Forward aerial - Has an angle of 30°.
 * Forward throw - Has an angle of 28°.
 * Back throw - Has an angle of 28°.


 * Forward tilt - Has an angle of 31°
 * Forward throw (collateral hit) - Has an angle of 30°.
 * Back throw (collateral hit) - Has an angle of 32°.
 * Alolan Whip - A successful lariat has an angle of 145° and failed has an angle of 30°.
 * Cross Chop - Frames 16-19 has an angle of 30° and frames 20-26 have an angle of 5°.
 * Max Malicious Moonsault (contact start) - Has an angle of 10°.


 * Down tilt (1st hit) - Tipper hitbox has an angle of 160°.
 * Down smash - The first hit has an angle of 32°, and the second hit has an angle of 30°.


 * Down smash - Has an angle of 28°.


 * Down tilt - Has an angle of 20°.
 * Down smash - Has an angle of 0°.
 * Down aerial (1st hit) - Foot hitbox has an angle of 145°.
 * Forward throw - Has an angle of 35°
 * Rollout - Has an angle of 30°.


 * Forward tilt - When angled up, the first hit tipper has an angle of 180° and an angle of 35° along his arm, and when unangled or angled down the second hit has an angle of 35° and 25°. With Arsène, unangled has an angle of 35° and angled down 25°.
 * Dash attack (1st hits) - Has angles of 25°, 10°, and 15° versus aerial opponents and an angle of 35° versus grounded opponents on the lower hitbox.
 * Down smash - The first hit has an angle of 32°, and the second has an angle of 30°.
 * Forward aerial (hit 2, Arsène) - Has an angle of 34°.
 * Back aerial (Arsène) - Has an angle of 35°.


 * Neutral attack - 1st (aerial opponents) and 3rd (aerial opponents) hits have angles of 33°, 2nd (aerial opponents) hit is 30°, 5th (grounded opponents), 6th-8th hits are 0°.
 * Forward tilt - Has an angle of 20°.
 * Up-forward tilt - 1st hit has an angle of 0° versus grounded opponents and 10° versus aerial opponents and the 2nd hit has an angle of 15° versus aerial opponents.
 * Down-back tilt - Has an angle of 0°.
 * Gates of Hell - Has an angle of 165° and the collateral hit has an angle of 19°.
 * Side taunt (1st - 3rd hits) - Have angles of 180°.
 * Final Blaster - Initial hit has an angle of 35° and the central laser's looping hits after frame 3 is 30° for the very close hitbox and 20° for the other non-tipper hitboxes as well as the very close hitbox after frame 26.


 * Forward tilt (light, close) - Has an angle of 180° versus grounded opponents.
 * Forward tilt (heavy) - Has an angle of 34°.
 * Down smash (tipper) - Has an angle of 35°.
 * Tatsumaki Senpukyaku - The start has an angle of 0° and the grounded strong version's front hitbox has an angle of 31° versus aerial opponents.
 * Inazuma Kick - When performed from Nata Otoshi Geri or Oosoto Mawashi Geri, the second hit has an angle of 30°.
 * Hadoken - Has an angle of 0° versus grounded opponents.


 * Forward tilt (multihits) - Non-tipper hitboxes have angles of 22°.
 * Down tilt - Has an angle of 35°.
 * Down smash - Tipper hitbox has an angle of 30°.


 * Back throw - Has an angle of 35°.
 * Blast-O-Matic (initial hit) - Has an angle of 30°.


 * Down smash - Has an angle of 29°.
 * Stone (landing) - Has an angle of 25°.
 * Ultra Sword (trapping hit) - Has an angle of 22°.


 * Neutral attack (3rd hit) - Has an angle of 30°.
 * Down smash (2nd hit) - Has an angle of 30°.
 * Forward throw - Has an angle of 30°.
 * Up throw (collateral hit) - Has an angle of 20°.
 * Spin Attack (1st - 4th aerial back hit) - The first and second hit has an angle of 145°, the third hit has an angle of 150°, and the fourth hit has an angle of 160°.


 * Forward tilt (1st hit) - Has angles of 0° and 10° versus aerial opponents.
 * Down smash - Has an angle of 30°.
 * Forward aerial - Has an angle of 30°.
 * Back aerial - Has an angle of 30°.
 * Straight Lunge (uncharged and partial charge) - Has an angle of 35°.


 * Down smash - Has an angle of 33°.
 * Down aerial (1st hit) - Has an inner hitbox with an angle of 150° versus aerial opponents.


 * PSI Magnet (release) - Has an angle of 25°.
 * PK Freeze - Has an angle of 34°.


 * Down tilt - Has an angle of 30°.
 * Dancing Blade 3 Up - Inner hitbox has an angle of 35°.
 * Dancing Blade 4 Down - Finisher has an angle of 30°.


 * Dash attack - Hits 1-3 have angles of 0° and the hit 4 has an angle of 10°.


 * Down smash - The front and back hits have angles of 32° and 30°, respectively.
 * Mario Finale - The mid and late hits have hitboxes with angles of 23° and 20° on aerial opponents.


 * Down tilt - Has an angle of 30°.
 * Dancing Blade 3 Up - Inner hitbox has an angle of 35°.
 * Dancing Blade 4 Down - Finisher has an angle of 30°.


 * Dash attack - Has angles of 20° and 0°.


 * Down smash - Has an angle of 35°.
 * Down aerial (middle hit) - Has an angle of 35°.
 * Drill Rush (multihits) - Has outer hitboxes with angles of 30°.
 * Darkness Illusion - Has angles of 20° and 160° depending on the direction he was facing.


 * Up smash (multihits) - Has outer hitboxes with an angle of 170°.
 * Neutral aerial (multihits) - Hand hitboxes have angles of 185°.


 * Down smash - The front and back hitboxes have angles of 32° and 35°, respectively.
 * Forward aerial (1st hit) - Has an angle of 25°.
 * Flashing Mach Punch (1st hit) - Far hitbox has an angle of 190°.
 * Head-On Assault (late) - Has an angle of 10°.
 * Feint Jump - The kick has an angle of 35° and the autokick has an angle of 340°, both versus aerial opponents.


 * Neutral attack (hit 3, 1st hit) - Has an angle of 350° on the arm hitbox.
 * Forward smash (multihits) - Has angles of 180° and 0°.
 * Grenade Launch (multihits) - Has an angle of 160°.
 * Gunner Missile (homing) - Has an angle of 0°.
 * Echo Reflector - Has an angle of 10° versus grounded opponents and 24° versus aerial opponents.
 * Full Blast (multihits) - Has an angle of 30° on the main laser and 35° on the smaller lasers.


 * Neutral attack (3rd hit) - Has an angle of 30°.
 * Down smash - The 1st hit has an angle of 27° and the 2nd hit has an angle of 32°.
 * Blurring Blade (1st - 5th hits, grounded) - Has an angle of 180°.
 * Chakram (tilt) - Has an angle of 0°.
 * Power Thrust (clean) - Has an angle of 35°.
 * Final Edge - The close and mid hits have angles of 25° and 32°, respectively.


 * Forward tilt (Ramram) - Has an angle of 30°.
 * Down smash - The tippers have an angle of 30°.
 * Forward smash (Ramram) - Has an angle of 30°.
 * Forward throw - Has an angle of 33°.
 * Back throw (collateral hit) - Has an angle of 32°.
 * Down throw (collateral hit) - Has an angle of 0°.


 * Up tilt (1st hit) - Has an angle of 145° versus grounded opponents and 170° versus aerial opponents.
 * Down tilt - Has an angle of 30°.
 * Down smash - The non-tipper hitbox has an angle of 20°.
 * Neutral aerial (1st - 3rd hits) - The first hit has fish hitboxes with angles of 165°, the second hit has fish hitboxes with angles of 160° and 150°, and the third hit's forward fish hitbox has an angle of 145°.
 * Chef (pan) - Has an angle of 10°.
 * Judge (six) - Has an angle of 20°.
 * Octopus (edge hits) - Has angles of 15° and 150°.


 * Up smash (bottom edges) - Has an angle of 145°.
 * Down smash - Has an angle of 35°.
 * Forward throw - Has an angle of 33°.
 * Lightning Buster - Grounded hit 2 (uncharged and charged) has an angle of 160° versus grounded opponents and 145° versus aerial opponents. Aerial hit 2 has an angle of 145° (uncharged)/155° (fully charged) versus aerial opponents. Fully charged hit 3 has close sword hitboxes with angles of 15°.
 * Photon Edge - First hit has an angle of 30° versus grounded opponents (early only) and 35° versus aerial opponents. Second hit has an angle of 5° on the trailing hitbox and 10° on the close hitbox versus aerial opponents. Third hit has an angle of 0° on the sword and body hitboxes, 10° on her leg hitbox, and 170° on the tipper versus grounded opponents. Fifth hit has an angle of 340° on the leg hitbox, 0° on the trailing hitbox, and 330° on the arm hitbox.
 * Sacred Arrow (weaker multihits) - Have angles of 175° and 5°.


 * Dash attack (1st and 2nd hit) - The first hit has an outer hitbox with an angle of 0° versus grounded opponents, while the second hit has an angle of 20°.
 * Down smash - The second back hit has an angle of 28°, front first hit has an angle of 35°, and the front second hit has an angle of 33°.


 * Down smash - Has an angle of 28°.


 * Dash attack (multihits) - Has an angle of 12°.
 * Down smash - The clean hit has an angle of 29°.


 * Forward tilt (1st hit) - The late hitbox at the head of Palutena's staff has an angle of 20°.
 * Up tilt (1st hits) - Upper hitbox has an angle of 190°.
 * Down tilt - Has an angle of 35° versus grounded opponents.
 * Down smash - The late hit has an angle of 28°.
 * Explosive Flame (multihits) - Has an angle of 160°.
 * Black Hole Laser (multihits) - The lower rear and front of the laser has an angle of 10°.


 * Neutral attack (hit 2) - Has an angle of 35°.
 * Dash attack (1st hit) - The inner hitbox has an angle of 30° versus aerial opponents.
 * Forward smash (tennis racket) - Has an angle of 27°.
 * Down smash (multihits) - Has angles of 0° and 180°.
 * Vegetable - Has an angle of 30°.


 * Neutral attack - Has an angle of 0°.
 * Forward smash (multihits) - Has an inner hitbox with an angle of 20°.
 * Down smash (multihits) - Has an angle of 173°.
 * Volt Tackle (starting dash) - Has an angle of 20°.


 * Neutral attack - Has an angle of 0°.
 * Down smash (multihits) - Has outer hitboxes with an angle of 178°.
 * Forward aerial (multihits) - The lower, rear hitbox has an angle of 35°.
 * Volt Tackle (starting dash) - Has an angle of 30°.


 * Down smash (1st hit) - Has angles of 30° and 32°.
 * Down throw (collateral hits) - Has an angle of 0°.
 * Piranhacopter (1st hit) - Has an angle of 145°.


 * Forward smash (1st hit, very close) - One hitbox has an angle of 0° versus aerial opponents and another with an angle of 35° versus grounded opponents.
 * Down smash (2nd hit) - Has an angle of 30°.
 * Neutral aerial (top-back multihit) - The top-rear hitbox has an angle of 335°.
 * Up aerial (multihits) - Outer hitboxes have angles of 165°.


 * Down tilt - Has an angle of 30°.


 * Down smash - Has an angle of 33°.
 * Forward aerial (sweetspot) - The sweetspot towards the end of the move has an angle of 34°.
 * Triple Finish - The top of Charizard's first four Fire Blasts and the final Fire Blasts have angles of 20°.


 * Forward tilt (multihits) - All hitboxes except the tipper have an angle of 20°.
 * Down tilt - Has an angle of 30°.
 * Down smash - The tippers have an angle of 30° and the rest of the vine has an angle of 34°.
 * Triple Finish (multihits) - Non-tipper hitbox has an angle of 10°.


 * Down smash - Has an angle of 28°.
 * Down aerial (final hit) - Has an angle of 35°.
 * Triple Finish (multihits) - Close hitboxes have angles of 30° (lower) and 330° (upper).


 * Forward tilt - Has an angle of 35°.
 * Down smash - Has an angle of 35°.
 * Forward throw - Has an angle of 33°.
 * Flame Nova - The following are hitboxes with a semi-spike angle above -0.1 speed, several hitboxes because semi-spike angles when below -0.1 speed.
 * 1 rotation - Has an angle 180° versus grounded opponents on the mid and outer hitboxes on the multihits.
 * 2 rotations - Has an angle 180° versus grounded opponents on the mid and outer hitboxes on the multihits. Hit 1 has an angle of 340° on the inner-bottom hit versus aerial opponents and the lower outer hitbox of front hit 3 has an angle of 160°.
 * 3 rotations - Has an angle 180° versus grounded opponents on the mid and outer hitboxes on the multihits.
 * Blazing End - Traveling hits before frame 31 have an angle of 0° versus grounded opponents. The spinning hits have an angle of 0° on the base for the early hits and only versus aerial opponents on the mid and late hits, and a 190° angle on the blade versus grounded opponents.


 * Down smash - The multihits have angles of 170° and last hit has an angle of 33°.
 * Back aerial - Has an angle of 35°.


 * Dash attack (multihits) - The top front hitbox has an angle of 10°.


 * Space Pirate Rush - When colliding with a wall it has an angle of 145°.


 * Down tilt - Has an angle of 30°.
 * Down smash (bronze sword) - Has an angle of 28°.
 * Neutral aerial - Every hit has an angle of 30° except for the late 2nd Levin sword hit.
 * Pair Up (trapping hit) - Has an angle of 22°


 * Down tilt - Has an angle of 30°.
 * Dash attack (1st hit) - Rosalina an angle of 30° while Luma's is 35°, both versus aerial opponents.
 * Down smash - Rosalina's attack has an angle of 33° while Luma's is 32°.
 * Back aerial - Rosalina's attack has an angle of 30° while Luma's is 28°.
 * Grand Star (star projectiles) - Has an angle of 0°.


 * Down tilt - Has an angle of 30°.


 * Forward tilt (light, close) - Has an angle of 180° versus grounded opponents.
 * Down smash (tipper) - Has an angle of 35°.
 * Hadoken (non-input) - Has an angle of 0° versus grounded opponents.
 * Shinku Hadoken (center) - Has an angle of 32°.


 * Up smash (2nd - 4th hits) - Second and third hits have inside hitboxes with an angle of 160°, while the fourth hit has an inside hitbox with an angle of 170°.
 * Down smash - Has an angle of 30°.
 * Neutral aerial (1st hit) - Has an angle of 32°.
 * Forward aerial (1st - 4th hits) - Inside hitboxes have angles of 18°.
 * Missile (homing missile) - Has an angle of 0°.
 * Zero Laser - Contact hitbox has an angle of 18°, thruster hitboxes have angles of 20° and 0°, point-blank and inner hitboxes have an angle of 20°, and upper-edge has an angle of 325°.


 * Forward throw - Has an angle of 28°.


 * Up tilt (1st hit) - The two outermost hitboxes have angles of 0° and 330°.
 * Forward smash (1st hit) - Rear hitbox has an angle of 35°.
 * Down smash (1st hit) - Has hitboxes with angles of 200° and 165°.
 * Sheikah Dance (hit 3) - Has an angle of 30°.


 * Forward smash (1st hit) - The lower Monado hitbox has an angle of 10°.
 * Down aerial (1st hit) - Has an angle of 160° versus grounded opponents and 215° versus aerial opponents.
 * Forward throw (collateral hit) - Has an angle of 25°.
 * Back throw (collateral hit) - Has an angle of 25°.


 * Dash attack (multihits) - The top front hitbox has an angle of 10°.


 * Down smash - The first hit has an angle of 25°, while the second hit has an angle of 20°.


 * Forward tilt (1st hit) - Has an angle of 28°.
 * Down smash - Has an angle of 30°.
 * Down throw - Has an angle of 20°.
 * Spin Charge (multihits) - Has an angle of 9°.


 * Forward tilt (combo) - The first hit has an angle of 180° on the early and mid tipper and the whole trailing hitbox. The second hit has an angle of 180° on the tipper versus grounded opponents.
 * Up tilt - The second hit has angles of 354° and 186° on the outer side hitboxes and hits 3-5 have angles of 18° and 162° on the outer side hitboxes.
 * Down smash - Has an angle of 32°.
 * Forward aerial (1st hit) -Has angles of 35° on the blade and 30° on the tipper.
 * Aerial Sweep (back hit 30) - The upper hitboxes have angles of 150°.
 * Thundaga - Starts with an angle of 10° if used on the ground or 344° if used on in the air.


 * Down smash (final hit) - has an angle of 27°.
 * Forward throw - Has a collateral hitbox of 10° and a throw hitbox of 25°.
 * House of Boom - The launching hitbox has an angle of 30° for the trapped opponent and 35° for bystanders.


 * Neutral attack (2nd hit) - Fist hitboxes have angles of 170° versus aerial opponents and 180° versus grounded opponents.
 * Down smash - Has an angle of 32°.
 * Crack Shoot
 * Tapped - Early hit has an angle of 30° versus grounded opponents and 10° versus aerial opponents. Mid hits have angles of 30° on the body hitboxes for grounded and aerial opponents and on the foot hitbox for opponents, also the foot hitboxes versus aerial opponents has an angle of 0° on frames 4 & 5, 350° on frames 6 & 7, and 340° on frames 8 & 9.
 * Held - Early hit has an angle of 15° versus grounded opponents and 5° versus aerial opponents. Mid hits body hitboxes have angles of 30° versus grounded opponents and 0° versus aerial opponents. The foot hitboxes have angles of 30° versus grounded opponents and 345° versus aerial opponents on frames 4 & 5.
 * Triple Wolf - First and second geyser have angles of 20° for both the captured opponent and bystanders.


 * Neutral attack (3rd hit) - Has an angle of 30°.
 * Forward tilt - The middle hitbox has an angle of 20°.
 * Down aerial (landing) - Damaging hitbox has an angle of 30°.
 * Up throw (collateral hit) - Has an angle of 20°.
 * Spin Attack (grounded multihits) - Has hitboxes with angles of 180° and 355°.
 * Triforce Slash (trapping hit) - Has an angle of 22°.


 * Up smash (multihits) - Upper hitboxes have an angle of 185°.


 * Down smash - Has an angle of 30°.
 * Wario Bike (turning) - The late hit has an angle of 25°.
 * Corkscrew (multihits) - Upper hitboxes have angles of 145°.
 * Wario Waft (full charged) - The clean hit has an angle of 35°.


 * Neutral attack (1st and 2nd hit) - The first hit has arm hitboxes with angles of 340° and 200° in addition to the standard 180° tippers, while the second hit has hitboxes with an angle of 8° versus aerial opponents.
 * Down smash - Has an angle of 20°.


 * Down smash - The tippers have an angle of 30° and the sourspot has an angle of 35°.
 * Wolf Flash (end) - The sourspot has an angle of 28°.


 * Down tilt - The non-tipper hitboxes have an angle of 28°.
 * Down smash - Has an angle of 26°.


 * Neutral attack (3rd hit) - Has an angle of 30°.
 * Up smash (1st and 2nd hits) - Tipper hitbox has an angle of 149° versus aerial opponents.
 * Down smash - Has an angle of 30°.
 * Up throw (collateral hit) - Has an angle of 20°.
 * Spin Attack - The grounded multihits have hitboxes with angles of 173° and the 8th aerial hit has an angle of 146°.
 * Triforce Slash - The trapping hit has an angle of 22° and the final hit has an angle of 35°.


 * Up smash (multihits) - Two outer hitboxes have angles of 160°.
 * Down smash - The tippers have an angle of 20°.
 * Neutral aerial (multihits) - The back hit has angles of 152° and 210° versus aerial opponents.
 * Nayru's Love (multihits) - Has an angle of 160°.


 * Forward smash (1st hit) - The non-tipper hitboxes have angles of 18° and 16° versus aerial opponents.
 * Forward throw - Has an angle of 33°.
 * Down throw (collateral) - Has an angle of 0°.
 * Plasma Whip - The arm hitbox has an angle of 20° and 17° for the early and mid hits respectively on the ground and 0° in the air. The whip hitbox has an angle of 10°, 17°, and 15° for the early, mid, and late hits respectively on the ground and 345°, 10°, and 345° for the mid, late, and very late hits respectively in the air.