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Forward tilt

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Mario's forward tilt in Brawl.
Mario's forward tilt in Melee

A strong side, more commonly known as a "forward tilt", "f-tilt", or "side tilt", is a strong attack performed by any character by holding the control stick forward and pressing the attack button while on the ground. This is distinct from a forward smash in that the control stick is only tilted, not tapped, when performing this attack. Strong side attacks generally act as either powerful alternatives to a character's forward smash or as quick defensive moves with less lag time than a smash.

Along with certain forward smashes, some strong sides can be "angled" up or down to some extent, pointing the hitbox in a diagonal direction instead of totally forward. Most attacks that are angled up are slightly more powerful than if they weren't angled, while some are weaker if angled downwards. Knockback is also affected by angling, with up angles providing more vertical knockback and down angles providing more horizontal knockback. Strong sides cannot be charged like smash attacks.

In the lists below, note that none of the names of the attacks are officially recognized by Nintendo in the Super Smash Bros. series; they are either fan-made or are official names in the characters' own games.

Forward tilts in Super Smash Bros.

The majority of forward tilts are used just for spacing, a majority of them are weak for combos outside of facing a wall. Pikachu, Ness, Donkey Kong, Kirby, Mario, Luigi, Jigglypuff, Captain Falcon, Samus, and Fox are examples of this. Of the more basic forward tilts, Captain Falcon is usually considered to have the best forward tilt while DK and Ness are considered to have the worst. Samus's is also slightly unique as it is slightly quicker and is more often used than the other "bad" forward tilts due to Samus having few good ground moves. All forward tilts are as follows:

Character Damage Description
Mario 13% Roundhouse kick. Good for spacing, comes out fast with decent range.
Luigi 10% Roundhouse Kick. Decent spacer and KOs at very high damage percentages.
Donkey Kong 12% Extended punch. A somewhat slow punch forward with decent range and good knockback.
Yoshi 13% Suddenly kicks forward. Can be angled. Below-average upward diagonal knockback. Useful for setting up his forward aerial spike due to its hitstun. Referred to as the best Forward tilt in Super Smash Bros due to its very fast speed and power.
Link 18% Link brings his sword up and slashes down. Somewhat slow but above average damage and knockback for a forward tilt.
Samus 9% angled down, 11% not angled, 12% angled up Roundhouse Kick. Very fast, little ending lag.
Kirby 10% Roundhouse kick. Rather short range, but fast. Can be angled.
Fox 9% Roundhouse Kick. A fast but somewhat short-ranged move, this move is good for spacing or leading into a wall combo.
Captain Falcon 13% regardless of angle Kicks to his side. Like most forward tilts, this one can be angled. A good defensive or punishing move.
Pikachu 10% Pikachu stands on its two hands and kicks its two feet forward. Around the same if not slightly lower range than its neutral attack. Can be slightly angled up or down, though not very noticeable. Commonly considered to be Pikachu's worst attack.
Jigglypuff 8% Circles in place and kicks. Can be angled. The knockback angle can be adjusted according to the angle of the attack.
Ness 9% Roundhouse kick. He kicks in front rapidly, his body moves with it, giving it minor ending lag. Decent close-up spacer.

Forward tilts in Super Smash Bros. Melee

  • Bowser: Bowser hits with his knuckle. Has a bit of start up lag and little range, fairly good knockback for a tilt. 6%-14% depending on where it connects.
  • Captain Falcon: Kicks his foot out in front of him. Fast with decent range. There are not a significant amount of combo options from an forward tilt because of its horizontal hit trajectory, low knockback and stun time, and wind-down lag. One can try to follow up with a up aerial or a Jump-canceled grab, and even a dash-canceled down tilt or Raptor Boost, but they are not true combos and can be countered by every character. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance or used after a pivot as a surprise attack to keep enemies away. A forward tilt, angled upward, can stun enemies long enough from an up/down throw that it can lead to a Knee Smash. 11%
  • Donkey Kong: Slaps in front of him. Spaces opponents out. 10%.
  • Dr. Mario:A kick forward, stronger than Mario's. 8%.
  • Falco: Quickly kicks his foot out. Fast, with impressive range for a tilt. 9%.
  • Fox: Sticks a foot out to the side. This is best used for a quick close-ranged spacing move. Can be angled. 4-9%.
  • Ganondorf:Quick kick in front. It has far reach for a tilt, but is on the slow side. High knockback for a tilt, it is capable of KOing at high percentages. Can be tilted further to a higher, stronger kick or a low, ground-touching quick kick perfect for edgeguarding. 13%.
  • Ice Climbers: A similar swinging motion in front as their Neutral Attack, only slightly slower with more knockback and damage. Can Wobble. 7% and 8%, adds up to 15% if both Climber's hits connect.
  • Jigglypuff: Quick roundhouse spin, with foot extended. 10%.
  • Kirby: Kirby does a quick roundhouse kick forwards. Decent range. 11%.
  • Link: Raises sword and brings it down in front of him. Has an upwards hitbox, which can substitute for other anti-air moves in a few cases, and has above-average knockback. 13-15% damage.
  • Luigi: Luigi's forward tilt is a sideways kick with medium knockback. It is often used simply to push the opponent away, giving Luigi extra time to maneuver, though hard to follow up with an attack. Can be angled. 5-10% damage.
  • Mario: A fast kick forward. Often set up with a throw into Mario's combos. 9%.
  • Marth: A fast forward sword swipe, much like the dash attack with less lag and a higher angle. 9% base, 13% tip.
  • Mewtwo: Tail Slap. Mewtwo flicks its tail forward. Quick, decent range, with a disjointed hitbox. 10%.
  • Mr. Game & Watch: Lion - Mr. Game & Watch thrusts a chair forwards. Has long range, but significant starting lag. 10%.
  • Ness: Ness does a roundhouse kick forward. 11%.
  • Peach: Does an 180 degree kick. Capable of seriously juggling heavies at low percentages if they lose their second jump. Can KO opponents above 120%. 3-13%.
  • Pichu: Shoves both of its feet forward. Low range and knockback, though a fast move. 8%.
  • Pikachu: Pikachu plants itself on its upper paws and kicks its lower paws in front of its body. This move has surprising range, and hits for nearly the whole duration of its animation. Can be used as a defensive attack, or as an edgeguard. It is best used as a counter to shuffling characters, as it will almost always interrupt their approach. Can be angled. Low damage, low knockback. 8%
  • Roy: A slash in front, somewhat slower than his Neutral Attack. Can KO at high percentages or when the blast line is close by. 10%.
  • Samus: Extremely fast kick forward. Excellent in stopping close-up foes. 10%.
  • Shiek: A round kick in front of her. Short range, but launches the foe directly up leaving them open for aerial combos. 6%.
  • Yoshi: A similar attack to the first hit of his neutral attack, only with more range and knockback. 9-10%.
  • Young Link: Brings sword down, in an axe-like fashion. Has a small noticeable startup delay. 12%.
  • Zelda: Swipes her hand forward with sparks. Has transcendent priority. 13%.

Forward tilts in Super Smash Bros. Brawl

  • Mario: Power Kick - Does a back spinning kick with his right leg. Has average damage and knockback, but has better reach than his other tilts (it is still short). Has some IASA frames. If the player pauses with right timing while at the start of the move, they would see that Mario will spin before kicking. Can be angled. 8%.
  • Luigi: Power Kick - Luigi does a back spinning kick. Pause with right timing while performing the start of the move, and the player can see Luigi spin before kicking, similarly to Mario. Can be angled. 9%
  • Peach: Split Kick - A 180-degree high kick. Deals more damage up close. Capable of juggling heavies at low percentages if they lose their second jump. Also has decent knockback up close. Peach is not shown to have this much flexibility on other games. 13% clean on thigh, 11% clean on shin, 10% clean on foot, or 6% late.
  • Bowser: Backhand Knuckle - Bowser gives a backhanded punch while leaning his body forward. Has decent KO potential at later percentages. If angled down, has a decent chance of tripping (40%). Bowser's lower arm is intangible while the hitboxes are out. Can be angled. 11%.
  • Donkey Kong: Backhand Swipe - Swats in front. Large range and fast but low knockback. DK's arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. Has a 15% chance of tripping when angled down. Can be angled. 12% angled up, 10% without angle, and 9% angled down.
  • Diddy Kong: Lean Punch - Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head. Good KO move at high percentages. 11% on fists, 9% on arm, and 8% on body.
  • Yoshi: Tail Swat - Spins in place, flicking out tail horizontally. Priority range and speed make it useful for parrying attacks. 10% angled up, 9% angled side, and 8% angled down.
  • Wario: Power Punch - Wario swings his right fist in a circle then thrusts it forward. Has slight start-up but little ending lag with great range, including a slight disjoint. Good KO move at about 130%. Oddly, his voice plays at an earlier time when angled up. Wario's longest ranged non-projectile. May be based on an attack from Wario's look-alike Booster in Super Mario RPG. 14% angled up on arm, 11% angled up on body, 13% angled side on arm, 11% angled side on body, 12% angled down on arm, 10% angled down on body.
  • Link: Overhand swipe - An overhead swipe. An efficient KO move at higher damages. 13%.
  • Zelda: Zelda steps forward and slashes one arm in front of her, with a trail of sparkles. The attack has moderate knockback. Depending on how the opponent is hit, they may end up slightly behind Zelda. Can be angled. 11%-13%.
  • Sheik: Kicks her leg in an arc. Its high speed and low knockback allows good combo ability, being able to do it repeatedly or follow up with another attack. 5%.
  • Ganondorf: Ganondorf leans back a little and thrusts one leg straight forward. Surprisingly the same range as his jab, but slightly slower start up (10-12 frames). Still fairly quick. Good low angle horizontal knockback with a semi-spike trajectory, which is good for KOing characters with poor horizontal recovery. Often referred to as the "Sparta" Kick due to this attack resembling a kick from a famous scene in the movie 300. Ganondorf makes a similar kick in the final battle of Twilight Princess. 12%-13%.
  • Toon Link: Overhand Swipe - Toon Link slashes from behind to in front of him. The beginning of the attack hits behind him. Decent horizontal knockback makes it tolerable for edge-guarding if the blast line is nearby. Has no natural trip chance, but its very low angle can cause tripping anyway. 9%.
  • Samus Spin kicks forward. Samus's best mid-range defense/spacing move. Angling this one makes a much bigger difference than with most tilts, however the kick's distance is sacrificed if tilted. Hits on frame 7-9. 8% close range, 7% far range, 10% if angled up or down.
  • Zero Suit Samus: An around-the-body kick 45 degrees from horizontal (when tilted upward). Can also be angled closer to horizontal (with forward held) or a quick, short ranged low leg sweep (when tilted down). At low percentages, it can make opponents trip if tilted down. However, at mid-high percentages, angle upward or forward will make tripping more often. Very low knockback. Has a start-up of 6 frames. 6%.
  • Pit Thrusts both blades forward with good knockback. Hits on frame 14-16. 12%.
  • Ice Climbers: The Ice Climbers swing their hammers in front of themselves with one hand. A useful spacing tool. Hits on frame 9-12. Leader, 7%. Partner, 9%. Both, 16%.
  • R.O.B.: Leans forward and punches with an impressive range. Can be aimed up or down. Hits on frame 7-10. Does 5% normally, but 8% if R.O.B.s "hand" hits the opponent.
  • Kirby: A quick long ranged roundhouse kick. Hits on frame 5-8. Can be angled. Does 8% damage, 7% when tipped.
  • Meta Knight: Slashes twice in front of him, then once upwards. Last hit deals vertical knockback. Only pressing the attack button once will cause Meta Knight to perform only the first hit; press it twice more to slash the second and third times. At higher percentages, it's difficult (if not impossible) to connect all three hits since the first hit has enough knockback scaling to prevent the other hits from connecting. Start-up of 3 frames. First slash does 4% damage, second slash does 3% and the last does 5%, inflicting 12% total.
  • King Dedede: Extends his hammer forward and spins it. Has fast start-up (12 frames) with a long lasting hitbox but produces very low knockback. However, it has the farthest reach of any non-projectile ground attack. As such, it is useful as a "poker", good for a quick hit from a slow character. Does 6% with the initial hitbox, the subsequent hitbox does 4%.
  • Olimar: Olimar kicks both legs forward, falling to the ground. Has decent knockback at higher percentages. Hits on frame 9. 6%.
  • Fox: A quick right kick. Moderate-low knockback, best used as a quick spacer. Can be angled. Hits on frame 6. 6%.
  • Falco: Kicks his leg out, like his forward tilt from Melee. Can be angled. Below-average knockback. Best used for spacing, countering moves due to its high speed, or edgeguard planking opponents. Hits on frame 6. 9%.
  • Wolf: Leans forward with both arms together and swipes, separating his claws on impact. The attack has a good reach. The first hitbox produces a large number of freeze frames if it connects with an opponent, and will freeze both Wolf and the opponent for a short time before the second hitbox appears and knocks them away at a low upwards angle. These freeze frames will affect Wolf if he hits an opponent's shield with the first hitbox, but not his opponent. It is possible to connect with only the second hitbox, which delivers knockback and does not produce the freezing effect. The forward tilt has good reach and can be a useful follow up after connecting with aerial attacks such as back aerial and Reflector. If it hits an opponent's shield and they drop it during the freeze frames produced by the first hitbox, the second hitbox will punish them. Spamming the attack can be risky, however, as experienced opponents may punish it with a shield grab. Forward tilt can be followed up with the Blaster, and can KO at very high percentages. First hit on frame 8 and the second hit on frame 9-10. Can be angled. A clean hit deals 11% damage. and consists of two hits: an early, inner hitbox that does 5%, and a later, outer hitbox that does 6%.
  • Captain Falcon: Roundhouse kick. Mediocre range. This can be angled up or down. At higher damage percentages, near the ledge, it can lead into Falcon Dive, a Knee Smash, or a down aerial. Best used as a quick punisher, though fairly awkward in general. Can KO when angled up at very high damage percentages, though overwise fairly weak. Hits on frame 9-11. 7-10%.
  • Pikachu: Sticks both feet forward. Almost nonexistent range. Hits on frame 5-10. 10%, 9%, or 8% damage depending on angling.
  • Squirtle: Squirtle gets on all fours and slaps forward with its tail. Very quick (start-up of 4 frames), and can repeated in rapid succession. The move has short range, and can be angled slightly. Does 6% damage.
  • Ivysaur: Spins the leaves around the main bulb like a helicopter blade and leans forward, hitting multiple times. Quick on start-up (6 frames) and stops run-ins cold, but requires good spacing to be effective, and has some ending lag. Normally, seven hits of 2% for a total of 14%. Tired, seven hits of 1%, 1%, 2%, 1%, 2%, 1%, then 1% for a total of 9%.
  • Charizard: Sweeps flaming tail forward. Long range and decent power (on the sweet spot), but ill-advised at close-range. Hits on frame 12-13. Does 10% damage if sourspotted and 11% damage if sweetspotted.
  • Lucario: Puts its paws together in front of itself with two small blasts of blue aura. Quicker and shorter ranged than its Forward smash. Can be aimed up or down a bit. Small amount of IASA frames allow it to cancel into itself effectively. Each blast does 9%, with 18% maximum damage. Has a start-up of 12 frames and it ends on frame 19.
  • Jigglypuff: Spins once while kicking. Short ranged. Hitbox out on frame 7-9. Can be angled. 10%.
  • Marth A quick slash forward that has low start-up (7 frames) but some ending lag. It has good horizontal reach and decent vertical reach. Its knockback is low when it is not tipped, but is capable of KOing (above 150%) when it is tipped. Does 9% at the base and 12% when tipped.
  • Ike A horizontal slash. Has a slow startup (17 frames) but high knockback (strongest forward tilts in the game) and good range. Can be angled up or down. Unlike other angle-able moves, this move does not get stronger when angled upward or weaker when angled downward. 15%.
  • Ness Kicks out in front of him. Hits on frame 7. Can be tilted upward or downward. Mediocre range but rather strong knockback for a tilt, having KO power above 150%. Angled up, 12%, Angled side, 11%, Angled down, 12%.
  • Lucas: Lucas does a back hand and creates a shock of PSI. Can be aimed up or down slightly. If aimed down, it can trip foes. Has a few IASA frames. Hits on frame 6-10. Does 11% normally, 9% if the opponent is a bit behind Lucas.
  • Mr. Game & Watch: Lion - Mr. Game & Watch thrusts a chair in front of him, has light potential to KO at very high damages. Some noticeable ending lag. Like his other tilts, it has a hitbox with a long duration. Hits on frame 10-15. 10%.
  • Snake: Does a knee-thrust forward and if A is pressed again, he will follow-up with an overhead swing of both arms. A natural combo. This move is seen during a cutscene in Metal Gear Solid: Twin Snakes when Snake fights Grey Fox. The first hitbox has extremely fast start-up (4 frames) and good horizontal reach. On grounded opponents, it is a very weak meteor smash with set knockback, causing hitstun but no knockback, which allows Snake to link the opponent into the second hitbox. On airborne opponents, the knee hitbox deals strong horizontal knockback, but it can be linked into the second hitbox at low percentages. Since the knee hitbox is a meteor smash on grounded opponents, it can cause tripping, which can set up an up tilt. The second hitbox has fast start-up as well as having great horizontal reach due its very large disjoint and strong horizontal knockback, with very little non-projectiles that outranges it. The f-tilt can be used for general damage racking, as a punishing move, for KOing, and it is also a useful out of shield option, as it takes only 11 frames for the hitbox to come out. Is considered to be the best f-tilt in the game due to its heavy damage output (highest damage output among f-tilts), extremely fast start-up and relatively little ending lag, great reach and high knockback. However, the swing hitbox can be avoided with Smash DI. The knee hitbox does 8% and the overhead swing hitbox does 13% for a total of 21%.
  • Sonic: Stick out both of his feet, with both of his hands planted on the ground (appearance and knockback comparable to Pikachu's f-tilt in Melee). First hit on frame 6, second hit on frame 8. Decent defensive move. If both hits connect, 11%.