Super Smash Bros. series
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Forward tilt

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

A forward tilt, also known as an "f-tilt" or "side tilt" (the lattermost the official name as of Ultimate, known as strong side (横強攻撃, Side strong attack, prior to its release) is a tilt 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. Side tilt attacks generally act as either 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 side tilts 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. Side tilts cannot be charged like smash attacks. Forward tilts can sometimes be difficult to input, and the player may accidentally use their dash attack instead.

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, Yoshi 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 Description Damage
Captain Falcon Kicks to his side. Like most forward tilts, this one can be angled. A good defensive or punishing move. 13% regardless of angle
Donkey Kong Extended punch. A somewhat slow punch forward with decent range and good knockback. 12%
Fox Roundhouse Kick. A fast but somewhat short-ranged move, this move is good for spacing or leading into a wall combo. 9%
Jigglypuff Circles in place and kicks. Can be angled. The knockback angle can be adjusted according to the angle of the attack. 8%
Kirby Roundhouse kick. Rather short range, but fast. Can be angled. 10%
Link Link brings his sword up and slashes down. Somewhat slow but above average damage and knockback for a forward tilt. 18%
Luigi Roundhouse Kick. Decent spacer and KOs at very high damage percentages. 10%
Mario Roundhouse kick. Good for spacing, comes out fast with decent range. 13%
Ness Roundhouse kick. He kicks in front rapidly and his body moves with it, giving it minor ending lag. Decent close-up spacer. 9%
Pikachu 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. 10%
Samus Roundhouse Kick. Very fast, little ending lag. 9% angled down, 11% not angled, 12% angled up
Yoshi 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. 12%

Forward tilts in Super Smash Bros. Melee

Character Description Damage
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. 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 edge-guarding. 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 Climbers 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%
Luigi 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%
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 Whip. 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 performs a roundhouse kick forward. 11%
Peach Does an 180 degree kick. Capable of seriously juggling heavyweights 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 to edge-guard. It is best used as a counter to SHFFLing 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%
Sheik 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

Character Description Damage
Bowser Gives a backhanded punch while leaning his body forward. Has decent KO potential at later percentages. Can be aimed up or down. Bowser's lower arm is intangible while the hitboxes are out. 11%
Captain Falcon Does a roundhouse kick. This can be angled up or down. Deals more damage when angled up. High: 11% (foot), 10% (leg)
Mid: 10% (foot), 9% (leg)
Low: 10% (foot), 9% (leg)
Charizard Sweeps its tail forward. Has a sweetspot on the fiery tip. Can be angled. 10% (tail), 11% (flame)
Diddy Kong Leans to the side and thrusts both of his arms forward in a double punch. Good KO move at high percentages. This attack can be angled upwards or downwards. 11% (fists), 9% (arms), 8% (body)
Donkey Kong Quickly swats his outstretched hand. Donkey Kong's arm is intangible while the hitboxes are out, allowing it to be used safely against most other attacks. This can be aimed up or down. 12% (high), 10% (mid), 9% (low)
Falco Kicks his leg out. Best used for spacing, countering moves due to its high speed, or edgeguard planking opponents. Can be angled. 9%
Fox Kicks his leg out. Moderate-low knockback, best used as a quick spacer. Can be angled. 8% (high), 6% (mid), 7% (low)
Ganondorf Leans back and forcefully thrusts his leg forward. Surprisingly the same range as his jab, but slightly slower start up. Fairly quick overall. Good low angle horizontal knockback with a semi-spike trajectory, which is good for KOing characters with poor horizontal recovery. 13% (foot), 12% (leg)
Ice Climbers Swings their hammers in front of themselves with one hand. A useful spacing tool. Can be aimed up or down. 9% (leader), 7% (partner)
Ike Swings Ragnell horizontally. Has slow startup for a tilt but good range and high knockback (strongest forward tilt in the game). Can be aimed up or down. 15% (blade), 14% (upper body), 12% (lower body)
Ivysaur Spins the leaves around the main bulb like a helicopter blade and leans forward, hitting multiple times. Quick on start-up and stops run-ins cold, but requires good spacing to be effective, and has some ending lag. 1-2% (hits 1-6), 2% (hit 7)
Jigglypuff Spins once while kicking. Can be angled. 10%
King Dedede Extends his hammer and spins it. Has fast start-up 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. 6% (clean), 4% (late)
Kirby A quick long-ranged roundhouse kick. Can be angled. 8% (base), 7% (tip)
Link An overhand slash. An efficient KO move at higher damages. 13%
Lucario Puts its paw forward and creates two small blasts of blue aura. Can be aimed up or down. 5% (hit 1), 6% (hit 2 body), 8% (hit 2 arm)
Lucas A backhand with a shock of PSI. Can be aimed up or down slightly. 11% (sweetspot), 9% (sourspot)
Luigi A sideways kick forwards. Can be angled. 9%
Mario A sideways kick forwards. Has average damage and knockback, but has better reach than his other tilts. Can be angled. 8%
Marth A fast forward sword swipe, much like the dash attack with less lag and at a higher angle. 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. 9% (base), 12% (tip)
Meta Knight Slashes twice in front of him, then once upwards. Only pressing the attack button once will cause Meta Knight to perform only the first hit; pressing it twice more causes the second and third hits. 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. 4% (hit 1), 3% (hit 2), 4-5% (hit 3)
Mr. Game & Watch Thrusts a chair in front of him. Hitbox lasts a long duration. Originates from Lion. 10%
Ness Kicks out in front of him. Has mediocre range but rather strong knockback for a tilt, having KO power starting at 150%. Can be angled. 12% (high), 11% (mid), 10% (low)
Olimar Kicks both legs forward, falling to the ground. Has decent knockback at higher percentages. 6%
Peach A 180-degree high kick. Decent deals more damage up close. Capable of juggling heavies at low percentages if they lose their second jump. Also has decent knockback up close. 13%/11%/10% (clean), 6% (late)
Pikachu Sticks both its feet forward. Can be angled up or down. 10% (high), 9% (mid), 8% (low)
Pit Thrusts both blades forward with good knockback. 12%
R.O.B. Leans forward and punches with impressive range. Can be angled. 8% (arm tip), 6% (arm), 5% (body)
Samus Does a roundhouse kick. Can be angled up or down, which makes the move deal more damage, but makes it cover less range. 8% (no angle foot), 7% (no angle leg), 10% (angled up or down)
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%
Snake Does a knee-thrust forward. If the attack button is pressed again, he will follow up with an overhead swing of both arms. This move is seen during a cutscene in Metal Gear Solid: Twin Snakes when Snake fights Gray Fox. On grounded opponents, the first hit 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. 8% (hit 1), 9% (hit 2 body), 10%/12% (hit 2 hands)
Sonic Kicks with his hands on the ground, similar to Pikachu's. Can be aimed up or down. 4% (hit 1), 5% (hit 2 legs), 7% (hit 2 feet)
Squirtle Gets on all fours and slaps forward with its tail. Very quick, and can repeated in rapid succession. Can be angled up or down. 6%
Toon Link An overhand slash. Similar to Link's but has less KO potential. 9%
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. Oddly, his voice plays at an earlier time when angled up. 11% (body), 14% (fist high), 13% (fist mid), 12% (fist low)
Wolf Leans forward with both arms together and swipes, separating his claws on impact. 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. Can be angled. 5% (hit 1), 6% (hit 2)
Yoshi Spins and swats with his tail. Its good priority, range, and speed make it useful for parrying attacks. Can be aimed up or down. 10% (high), 9% (mid), 8% (low)
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. 13% (hand), 12% (arm), 11% (body)
Zero Suit Samus Does an around-the-body 45 degree kick. Can be angled. Can make opponents trip if aimed downwards but not upwards. 6% (high & mid), 9% (low)

Forward tilts in Super Smash Bros. 4

Character Description Damage
Bayonetta Performs a straight kick. If pressed again, Bayonetta strikes with a roundhouse kick, and if pressed a third time, she launches the opponent with a high launching kick. 4% (1st hit), 3% (2nd hit), 9% (3rd hit)
Bowser Performs a backhanded punch while leaning his body forward. Can be slightly angled up or down. 12%
Bowser Jr. The Junior Clown Car stabs forward with a fork. Can be angled. 8%
Captain Falcon A roundhouse kick. Can be angled. High: 10% (foot), 9% (leg)
Mid: 9% (foot), 8% (leg)
Low: 10% (foot), 9% (leg)
Charizard Sweeps its tail forward. Has a sweetspot on the fiery tip. Can be angled. 10% (flame), 7% (tail)
Cloud An outwards slash while taking a step forward. Quick startup, but moderate ending lag. Cloud's only tilt that can KO under 150%. KOs middleweights at 135% at the edge. 11%
Corrin Swings the Omega Yato downwards akin to a Mii Swordfighter's forward tilt. Has vertical knockback and is Corrin's strongest tilt. 10.5%
Dark Pit Identical to Pit's, but deals less knockback. 7% (blade), 10% (tip)
Diddy Kong Leans over and punches with both hands. Can be angled up or down. 10% (clean), 7% (late)
Donkey Kong Swats his hand. Can be slightly angled up or down. 11% (high), 10% (mid), 9% (low)
Dr. Mario Identical to Mario's. 7.84%
Duck Hunt The dog thrusts the duck forward, who pecks at the opponent. Can be angled up or down. 8%
Falco Kicks his leg out. Below-average knockback. Can be angled. 9%
Fox Kicks his leg out. Below-average knockback. Can be angled. 8% (high), 6% (mid), 7% (low)
Ganondorf Leans back and forcefully thrusts his leg forward. Fairly quick startup, with great knockback at a semi-spike trajectory. A powerful edgeguarding move against characters with little horizontal recovery. 13% (foot), 12% (leg)
Greninja Kicks forward in a spinning motion. Can angled up or down. 6.5%
Ike Swings Ragnell horizontally. Deals moderate knockback with moderate start up and end lag. Can be aimed up or down. 12.5%
Jigglypuff Spins once while kicking. Can be angled. 10%
King Dedede Extends his hammer and spins it. It now hits multiple times. Excellent spacing move. 2% (hits 1-3), 3% (hit 4)
Kirby A spinning forward kick. Can be angled up or down. 8% (base), 7% (tip)
Link An overhand slash. Has moderate startup but high knockback. 13%
Little Mac Jabs twice, with the second jab having moderate knockback and good range. Very fast. 4% (hit 1), 8% (hit 2)
Lucario Thrusts its hands forward, hitting twice. This can be angled up or down. 4% (hit 1), 6% (hit 2)
Lucas A backhand with a shock of PSI. Deals more damage if the opponent is farther from Lucas. Can be angled up or down. 11% (sweetspot), 7.5% (sourspot)
Lucina Identical to Marth's, but with no tipper. 9.975%
Luigi Performs a spinning kick. Can be angled. 8%
Mario Performs a spinning kick. Can be angled. 7%
Marth Swipes his sword forward. 9% (blade), 12% (tip)
Mega Man Fires his Mega Buster while running forward. Identical to his neutral attack, but the cannon does no damage. 2% (3 shots)
Meta Knight Slashes twice in front of him, then once upwards. Only pressing the attack button once will cause Meta Knight to perform only the first hit; pressing it twice more causes the second and third hits. Significantly weaker than its Brawl counterpart. 2% (hits 1-2), 3% (3rd hit)
Mewtwo Swipes its tail forward. Sweetspot is close to body. Can be angled. 10% (near), 9% (mid), 8% (far)
Mii Brawler A quick roundhouse kick. Can be angled. High: 8.5% (body), 7.5% (leg)*
Mid: 8% (body), 7% (leg)*
Low: 8.3% (body), 7.3% (leg)*
Mii Gunner Fires a short range energy burst. Has good reach for a close range move, but has noticeable endlag. 9% (clean), 7.5% (mid), 6% (late)*
Mii Swordfighter Swipes the blade once in a wide arc. 12%*
Mr. Game & Watch Thrusts a chair forwards. Faster and stronger than it was in Brawl. Originates from Lion. 9-10% (clean), 4% (late)
Ness A roundhouse kick. Can be angled up or down. 10% (angled up or down), 9% (no angle)
Olimar Winds up and punches forward. Has higher KO potential than in Brawl. 11%
Pac-Man Performs a side kick. Can be angled up or down. 8%
Palutena Spins her staff in front of her, hitting up to three times. Long duration, good range, and can be used to punish spot-dodges and rolls. However, it leaves her vulnerable to other attacks due to its long duration. 6% (staff head), 4% (staff tail)
Peach A 180-degree high kick. Deals more damage if opponents are farther from Peach's leg. 8% (clean sweetspot), 7% (clean sourspot), 6% (late)
Pikachu Plants itself on its upper paws and kicks its feet in front of its body. Can be angled. 10% (high), 9% (mid), 8% (low)
Pit A scissor slash on the opponent. Deals more damage at the tip of the blades. 10% (tip), 7% (base)
R.O.B. Leans forward and punches. Can be angled up or down. 8% (arm tip), 6% (arm), 5% (body)
Robin A sword slash angled slightly downward. Good for spacing, but has poor KO potential. 7.5%
Rosalina & Luma Rosalina: Sweep kicks in front of herself. Disjointed range and knockback.
Luma: Performs a similar sweep kick. Medium to short range.
Rosalina: 6% (leg), 5% (body)
Luma: 4%
Roy Steps forward and slashes his sword downwards in reverse-grip. Very strong for a tilt when sweetspotted. 12.5% (sweetspot), 9% (near), 8% (far)
Ryu Tapped: Lifts his leg and kicks, launching diagonally. Based off Ryu's standing medium kick in Street Fighter IV.
Held: Collarbone Breaker: Ryu winds up his fist before punching downwards, hitting twice quickly. Deals high damage to shields, designed to break them, but the attack's startup makes it difficult to use on quick fighters. A tapped up tilt can lead into this move.
Tapped: 6.8%
Held: 3% (hit 1), 6% (hit 2)
Samus A roundhouse kick. The move deals the most damage at the tip of Samus's foot while dealing the least damage at her body. Can be angled, doing more damage if angled up or down. High: 8-9% (lower leg), 6-7% (upper leg)
Mid: 7-8% (lower leg), 5-6% (upper leg)
Low: 8-9% (lower leg), 6-7% (upper leg)
Sheik Kicks in an arc, knocking the opponent into the air with low knockback. Easily combos into itself and other moves. 4%
Shulk Swings the Monado horizontally. 13% (blade), 11.5% (beam)
Sonic Kicks with his hands on the ground, similar to Pikachu's. Can be angled up or down. 4% (hit 1), 5% (hit 2 legs), 7% (hit 2 feet)
Toon Link An overhand slash. Similar to Link's, but with less KO power. Sweetspot located at the center of the blade, which deals strong horizontal knockback. 9%
Villager Swings an umbrella horizontally. The umbrella can destroy projectiles. 9%
Wario Winds up and punches. Slightly faster than in Brawl, but still has noticeable start-up. Decently powerful. Can be angled up or down. High: 14% (fist), 11% (arm)
Mid: 13% (fist), 11% (arm)
Low: 12% (fist), 10% (arm)
Wii Fit Trainer Performs the Dancer pose, hitting with an arm and a leg. Hitting with the Trainer's leg will launch the opponent vertically. High knockback and a dependable KO move. 9%
Yoshi Spins and swats with his tail. Can be angled. 8% (angled up or down), 7% (no angle)
Zelda Swings her arm with sparks. Deals decent knockback and can be angled. 12% (hand), 10% (arm)
Zero Suit Samus An around-the-body kick. Can be angled. High: 8% (leg), 6.5% (body)
Mid: 7% (leg), 6% (body)
Low: 8% (leg), 6.5% (body)

* This assumes the Mii is default height and weight.

Forward tilts in Super Smash Bros. Ultimate

Character Description Damage
Bayonetta Performs a straight kick. If pressed again, Bayonetta strikes with a roundhouse kick, and if pressed a third time, she launches the opponent with a high launching kick. 4% (1st hit), 3% (2nd hit), 9% (3rd hit)
Bowser Performs a backhanded punch while leaning his body forward. Can be angled up or down. 12%
Bowser Jr. The Junior Clown Car stabs forward with a fork. Can be angled. 8%
Captain Falcon A roundhouse kick. Can be angled. High: 10% (foot), 9% (leg)
Mid: 9% (foot), 8% (leg)
Low: 10% (foot), 9% (leg)
Charizard Sweeps its tail forward. Has a sweetspot on the fiery tip. Can be angled. 10% (flame), 7% (tail)
Chrom Identical to Roy's, but without a sweetspot or sourspot. Chrom also holds his sword in a normal manner as well, with the altered animation resulting in increased range and Chrom moving slightly forward during the move. 10.925%
Cloud An outward slash while taking a step forward. Quick startup, but moderate ending lag. Cloud's only tilt that can KO under 150%. KOs middleweights at 135% at the edge. 11%
Corrin Swings the Omega Yato downward akin to a Mii Swordfighter's forward tilt. Has vertical knockback and is Corrin's strongest tilt. 10.5%
Daisy Identical to Peach's. 7% (early, clean leg), 8% (clean foot)
Dark Pit Identical to Pit's. 7% (blade), 10% (tip)
Dark Samus Identical to Samus's. High: 8-9% (lower leg), 6-7% (upper leg)
Mid: 7-8% (lower leg), 5-6% (upper leg)
Low: 8-9% (lower leg), 6-7% (upper leg)
Diddy Kong Leans over and punches with both hands. Can be angled up or down. 10% (clean), 7% (late)
Donkey Kong Swats his hand. Can be slightly angled up or down. 11% (high), 10% (mid), 9% (low)
Dr. Mario Identical to Mario's, but deals more damage. 7.84%
Duck Hunt The dog thrusts the duck forward, who pecks at the opponent. Can be angled up or down. 8%
Falco Kicks his leg out, much like Fox. Below-average knockback. Can be angled. 9%
Fox Kicks his leg out. Below-average knockback. Can be angled. 8% (high), 6% (mid), 7% (low)
Ganondorf Leans back and forcefully thrusts his leg forward. Fairly quick startup, with great knockback at a semi-spike trajectory. A powerful edgeguarding move against characters with little horizontal recovery. 13% (foot), 12% (leg)
Greninja Kicks forward in a spinning motion. Can angled up or down. 6.5%
Ice Climbers 9% (leader), 6.7% (partner)
Ike Swings Ragnell horizontally. Deals powerful knockback with moderate startup and ending lag. Can be aimed up or down. 12.5%
Incineroar A knifehand thrust. Can be angled. A fast and very powerful semi-spike. 13%
Inkling 9%
Isabelle Swings an umbrella horizontally, much like Villager. 9%
Ivysaur 1.5% (hits 1-6), 2% (hit 7)
Jigglypuff Spins once while kicking. Can be angled. 10%
Joker Stabs twice with his knife. Can be angled. With Arsene active, the second hit becomes stronger. 3% (hit 1), 5%/5% (hit 2)
Ken Tapped: Lifts his leg and kicks, launching diagonally.
Held: A straight punch.
6.8% (tapped, far), 6% (tapped, close), 5% (arm), 10% (fist)
King Dedede Extends his hammer and spins it. It hits multiple times. Excellent spacing move. 2% (hits 1-3), 3% (hit 4)
King K. Rool Claps with his hands in front of him. Can be angled. K. Rool gains Belly Super Armor during the move. 13% (sweetspot), 11% (sourspot)
Kirby A spinning forward kick. Can be angled up or down. 8% (base), 7% (tip)
Link An overhand slash. Has moderate startup but high knockback. 13%
Little Mac Jabs twice, with the second jab having moderate knockback and good range. Very fast. 4% (hit 1), 8% (hit 2)
Lucario Thrusts its hands forward, hitting twice. This can be angled up or down. 4% (hit 1), 6% (hit 2)
Lucas A backhand with a shock of PSI. Deals more damage if the opponent is farther from Lucas. Can be angled up or down. 11% (sweetspot), 7.5% (sourspot)
Lucina Identical to Marth's, but lacks a sweetspot or sourspot. 9.975%
Luigi Performs a side kick. Can be angled. 8%
Mario Performs a spinning kick. Can be angled. 7%
Marth Swipes his sword forward. Deals more damage and knockback at the tip of the blade. 9% (blade), 12% (tip)
Mega Man Fires his Mega Buster while running forward. Identical to his neutral attack, but the cannon does no damage. 2% (3 shots)
Meta Knight Slashes twice in front of him, then once upwards. Only pressing the attack button once will cause Meta Knight to perform only the first hit; pressing it twice more causes the second and third hits. 2% (hits 1-2), 3% (3rd hit)
Mewtwo Swipes its tail forward. Sweetspot is close to body. Can be angled. 10% (near), 9% (mid), 8% (far)
Mii Brawler A quick roundhouse kick. Can be angled. High: 8.5% (body), 7.5% (leg)*
Mid: 8% (body), 7% (leg)*
Low: 8.3% (body), 7.3% (leg)*
Mii Gunner Fires a short range energy burst. Has good reach for a close-range move, but has noticeable endlag. 9% (clean), 7.5% (mid), 6% (late)
Mii Swordfighter Swipes the blade once in a wide arc. 12%
Mr. Game & Watch Thrusts a chair forwards. Originates from Lion. 9-10% (clean), 4% (late)
Ness A roundhouse kick. Can be angled up or down. 10% (angled up or down), 9% (no angle)
Olimar Winds up and punches forward. Olimar's most powerful move that does not involve Pikmin, and his only viable KOing option when he does not have Pikmin. 11%
Pac-Man Performs a side kick. Can be angled up or down. 8%
Palutena Spins her staff in front of her, hitting twice. Long duration, good range, and can be used to punish spot-dodges and rolls. 6% (staff head), 4% (staff tail)
Peach A 180-degree high kick with vertical knockback. Deals more damage if opponents are farther from Peach's leg. 8% (clean sweetspot), 7% (clean sourspot), 6% (late)
Pichu Sticks its electrically-infused foot forward. The move can trip at low percents, and turns into a KOing option at high percents. 8%, 0.7% recoil
Pikachu Plants itself on its upper paws and kicks its electrically-infused feet in front of its body. Can be angled. 10% (high), 9% (mid), 8% (low)
Pit A scissor slash on the opponent. Deals more damage at the tip of the blades. 10% (tip), 7% (base)
Piranha Plant Lunges with two bites forward. Much like Snake's forward tilt, this is a natural combo consisting of two hits that have to be manually inputted. 5.5% (hit 1), 6% (hit 2)
Richter Identical to Simon's. 12% (spiked ball), 10% (chain)
Ridley 10% (tail), 13% (tip)
R.O.B. Leans forward and punches with both arms. Can be angled up or down. 8% (arm tip), 6% (arm), 5% (body)
Robin A sword slash angled slightly downward. Good for spacing, but has poor KO potential. 7.5%
Rosalina & Luma Rosalina: Sweep kicks in front of herself. Disjointed range and knockback.
Luma: Performs a similar sweep kick. Medium to short range.
Rosalina: 6% (leg), 5% (body)
Luma: 4%
Roy Steps forward and slashes his sword downward in reverse-grip. Very strong for a tilt when sweetspotted. 12.5% (sweetspot), 9% (near), 8% (far)
Ryu Tapped: Lifts his leg and kicks, launching diagonally. Based off Ryu's standing medium kick in Street Fighter IV.
Held: Collarbone Breaker: Ryu winds up his fist before punching downwards, hitting twice quickly. Deals high damage to shields, designed to break them, but the attack's startup makes it difficult to use on quick fighters. A tapped up tilt can lead into this move.
Tapped: 6.8%
Held: 3% (hit 1), 6% (hit 2)
Samus A roundhouse kick. The move deals the most damage at the tip of Samus's foot while dealing the least damage at her body. Can be angled, doing more damage if angled up or down. High: 8-9% (lower leg), 6-7% (upper leg)
Mid: 7-8% (lower leg), 5-6% (upper leg)
Low: 8-9% (lower leg), 6-7% (upper leg)
Sheik Kicks in an arc, knocking the opponent into the air with low knockback. Easily combos into itself and other moves. 3%
Shulk Swings the Monado horizontally. 13.5% (blade), 12% (beam)
Simon Swings the Vampire Killer directly in front of himself. 12% (spiked ball), 10% (chain)
Snake 4% (hit 1), 9% (hit 2, body), 10% (hit 2, arm), 11% (hit 2, fists)
Sonic Kicks with his hands on the ground. Similar to Pikachu's, but lacks electric properties. Can be angled up or down. 4% (hit 1), 5% (hit 2 legs), 7% (hit 2 feet)
Squirtle 5%
Toon Link An overhand slash. Similar to Link's, but with less KO power. Sweetspot located at the center of the blade, which deals strong horizontal knockback. 9%
Villager Swings an umbrella horizontally. The umbrella can destroy projectiles. 9%
Wario Slaps with his hand. Decently powerful. Can be angled up or down. High: 14% (fist), 11% (arm)
Mid: 13% (fist), 11% (arm)
Low: 12% (fist), 10% (arm)
Wii Fit Trainer Performs the Dancer pose, hitting with an arm and a leg. Hitting with the Trainer's leg will launch the opponent vertically. High knockback and a dependable KO move. 9%
Wolf 5% (hit 1), 6% (hit 2)
Yoshi Spins and swats with his tail. Can be angled. 8% (angled up or down), 7% (no angle)
Young Link An overhand slash. 12% (base), 11% (tip)
Zelda Swings her arm with sparks. Deals decent knockback and can be angled. 12% (hand), 10% (arm)
Zero Suit Samus An around-the-body kick. Can be angled. High: 8% (leg), 6.5% (body)
Mid: 7% (leg), 6% (body)
Low: 8% (leg), 6.5% (body)

Notable forward tilts

  • Sheik's forward tilt in all of its appearances possesses low lag, hits in a wide arc, and deals vertical knockback, allowing it to reliably combo multiple times into itself at low to mid percents, and into other attacks past those percents. In Brawl, it is infamous for being able to combo into itself for much longer than usual, due to the severe effect stale-move negation has on knockback, even to the point of being able to pull off guaranteed zero-to-death combos on fast fallers such as Fox and Wolf, while still racking up a noticeably large amount of damage on the rest of the cast.
  • Meta Knight, Snake, Mega Man, Bayonetta and Piranha Plant all possess forward tilts with separate hits that are activated via additional presses of the attack button. Snake and Piranha Plant's have two hits, while Meta Knight, Mega Man and Bayonetta's have three hits.
  • Snake's forward tilt is one of his most reliable close range options, especially in Brawl, due to its fast startup (hitting on frame 4), very high damage for a tilt if both hits are used, long range, and the second hit's ability to KO at high percents. Along with his up tilt, it is one of his fastest KO options.
  • Ganondorf's forward tilt from Brawl onward deals powerful semi-spike knockback, while also having deceptively fast startup (hitting on frame 10), making it notoriously effective near edges especially against characters with poor recoveries.
  • Mega Man's forward tilt is the only one in the series to be a projectile, and allows him to walk and jump while using it.
  • Ryu's held forward tilt, Collarbone Breaker, deals high enough shield damage to break shields even near their maximum health.
  • Pichu's forward tilt in Ultimate, while having short range and causing recoil damage, is very quick and has a guaranteed chance of tripping opponents, making it excellent for starting combos until percents at which the opponents are lifted off the ground.
  • Simon and Richter's forward tilt has moderate startup, but long disjointed range and notoriously low ending lag relative to it. As a result, it is one of the safest tilts in the game, and a staple of the Belmonts' neutral game.