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[[Image:Semi-spike angles.png|thumb|The shaded angles considered to be semi-spikes.]]
[[File:Semi-spike angles.png|thumb|The shaded angles considered to be semi-spikes.]]
[[Image:Sheik Light Arrow.jpg|thumb|An example of a semi-spike; the opponent is sent at an angle that is almost parallel to the ground.]]
[[File:Sheik Light Arrow.jpg|thumb|An example of a semi-spike; the opponent is sent at an angle that is almost parallel to the ground.]]
A '''semi-spike''' or '''pseudo-spike''' is a type of attack that does not send the opponent directly downward, but instead in a mostly horizontal trajectory which (due to gravity) will quickly turn into a vertical trajectory. This is distinct from a [[meteor smash]], which sends the enemy downwards without a prior horizontal trajectory. Semi-spikes are dangerous as they often leave targets below and away from the edge, one of the worst positions to recover from. When landing semi-spikes on inclines, there will usually be little to no audible reaction from the character or the audience due to the fact that, like a meteor smash/spike landing on a grounded opponent, the character being hit cannot travel at an angle due to the incline.  
A '''semi-spike''' or '''pseudo-spike''' is a type of attack that does not send the opponent directly downward, but instead in a mostly horizontal trajectory which (due to gravity) will quickly turn into a vertical trajectory. This is distinct from a [[meteor smash]], which sends the enemy downwards without a prior horizontal trajectory. Semi-spikes are dangerous as they send targets on the shortest possible path to the blast line, and characters who survive are left below and away from the edge, the worst possible position to [[Recovery|recover]] from. When landing semi-spikes on inclines, there will usually be little to no audible reaction from the character or the audience due to the fact that, like a meteor smash/spike landing on a grounded opponent, the character being hit cannot travel at an angle due to the incline. When [[grab]]bed characters are hit by other characters, they will be semi-spiked.


 
==Lists of semi-spikes==
==Characters who can semi-spike==
*[[List of semi-spikes (SSB)]]
 
*[[List of semi-spikes (SSBM)]]
The following is a list of moves that are considered semi-spikes in that they send targets at an angle 30 degrees away from horizontal. Moves with the [[Sakurai angle]] can also be considered semi-spikes at low knockbacks, but this is generally impractical and only useful at low damages.
*[[List of semi-spikes (SSBB)]]
 
*[[List of semi-spikes (SSB4)]]
===[[Bowser]]===
*[[List of semi-spikes (SSBU)]]
*Neutral attack - A small portion of the first claw swipe has an angle of 30.
*Down smash - Spins in his shell on the ground. The first 6 hits are semi-spikes, though they cannot really be used as such because of the follow-up hits.
*[[Back aerial]] (''[[Melee]]'' only) - Thrusts himself backwards, attacking with the spikes on his shell. Has semi-spike properties, but high ending [[lag]] combined with Bowser's poor vertical [[recovery]] make it a very risky edge-guarding manoeuvre. His back aerial gained more power and became less risky in ''[[Brawl]]'', but lost its semi-spike properties (now having an angle of 35).
*Down aerial (landing hit)
 
====[[Giga Bowser]]====
*Down smash (first 7 hits)
*Back air - Retains its semi-spike angle in ''Brawl''.
 
===[[Captain Falcon]]===
*[[Up aerial]] - Does an aerial flip kick. The hitbox at his foot at the end of the animation semi-spikes opponents. In ''Smash 64'', it is very effective, providing high knockback and [[hitstun]], and being a fairly easy way to intercept certain recoveries such as {{SSB|Pikachu}}'s [[Quick Attack]] and {{SSB|Fox}}'s [[Fire Fox]], especially if recovering high. It does less knockback in ''Melee'' and ''Brawl'', though still provides some hitstun in ''Melee''. However, the semi-spike part of the move is rarely used in ''Melee'' and ''Brawl'', as hitting with the main part of the attack doesn't produce vertical knockback like in ''Smash 64'', but sends opponents on a decent angle for edgeguarding, along with having more knockback than the semi-spike part of the move.
 
===[[Diddy Kong]]===
*Forward smash (first hit in close)
*[[Monkey Flip]] - using the move against enemies in the [[Subspace Emissary]] makes it a semi-spike.
*[[Rocketbarrel Barrage]] - if Diddy rams into an opponent while using the move, it is a semi-spike.
 
===[[Donkey Kong]]===
*Cargo down throw
*[[Konga Beat]] (weak waves)
 
===[[Dr. Mario]]===
*[[Back aerial]] - A great move for [[edgeguarding]], having high base knockback (43). Sends opponents on a 28 degree angle. It is also a useful combo and [[spacing]] tool.
 
===[[Fox]]===
*[[Down smash]] - Does a split kick. It is very fast with good power and decent reach. It can be very effective if landed near the edge. It has noticeable ending lag however, and its edgeguarding capabilities are rather limited. More effective in ''Smash 64'' than in ''Melee'' and ''Brawl''.
*Back aerial (''Brawl'' sweet spotted only) - Fox spins around and kicks behind him. One of the most powerful semi-spikes in ''Brawl'', being capable of reliably KOing under 150%. Its edge-guarding capabilities are limited however, as its short reach and short hitbox duration makes it difficult to land. It additionally has high ending lag, giving it high risk to use offstage. If sour spotted, it instead hits at the [[Sakurai angle]].
*[[Reflector]] - Has set knockback in ''Smash 64'' and ''Melee''. Using the move to [[gimp]] is known as the [[shine spike]]. It was given knockback scaling in ''Brawl'', though it's still extremely low and not noticeable until high percentages. Much more effective on characters with poor recoveries.
 
===[[Falco]]===
*Down smash - Similar to Fox's down smash, except it has slightly less power with slightly less ending lag.
 
===[[Ganondorf]]===
*Up aerial - Does an aerial flip kick. The hitbox at his foot at the end of the animation semi-spikes opponents. It is stronger and produces more hitstun than Captain Falcon's up aerial. It is one of the best and most known semi-spikes in both ''Melee'' and ''Brawl'', and it complements Ganondorf's already deadly edgeguard game.
*[[Forward tilt]] (''Brawl'' only) - Kicks straight forward. It is the second strongest semi-spike in ''Brawl'' at high percents due to its high knockback scaling, but its poor vertical reach limits its edgeguard capabilities. However its power makes it effective at KOing near ledges.
 
===[[Jigglypuff]]===
*Down smash - Does a spinning split kick. Low start-up lag and good power for a semi-spike. It has noticeable ending lag though, and with its very short reach, Jigglypuff is better off using its [[Wall of Pain]] for edgeguarding.
*[[Down aerial]] - Does a [[drill]] kick. If it is sourspotted, the move can semi-spike.
*[[Puff Up]] - If an opponent hits it while it is shrinking, the attack is a [[OHKO]] semi-spike.
 
===[[Kirby]]===
*Down smash - Does a spinning split kick. When sourspotted, it semi-spikes the opponent with decent knockback. To sourspot, Kirby has to hit the opponent with tips of his feet. It has decent reach and fast startup, so it is usable for edgeguarding.
*Aerial [[Hammer (move)|Hammer]] (''Brawl'' Only/second swing) - A very powerful semi-spike, it is the second strongest semi-spike at low percentages and the third strongest at high percentages. However, landing it is very difficult since Kirby has to the land the second hit, not the first hit (which will knock the opponent out of reach for the second hit) and both strikes have noticeable start-up lag. If Kirby does land the second hit on a recovering opponent, it usually results in a [[KO]].
*[[Stone]] (''Brawl'' only) - Side hitboxes upon landing semi-spike with decent power. Very slow start-up and very limited reach make it near impractical for edge-guarding with however.
 
===[[Link]]===
*Neutral attack (third hit).
*Up throw (only to bystanders).
*[[Spin Attack]] (''Melee'' [[NTSC]] versions only) - Hitting someone with it after the initial hitbox semi-spikes the opponent. With very high base knockback, fast startup, and good reach, it was especially effective and was considered one of the best semi-spikes in ''Melee''.
 
===[[Lucas]]===
*[[Down tilt]] - Does a rapid kick towards the ground. Similar to Ness's down tilt, but is slightly stronger (still can't KO at 999%, however). It is near impratical for edgeguarding, as it has very short reach and produces no noticeable knockback at realistic percentages.
 
===[[Luigi]]===
*[[Luigi Cyclone]] (first hit) - Weak and impractical, but still a semi-spike.
 
===[[Mario]]===
*[[Forward aerial]] (''Smash 64'' only) - Does a forward drill kick. The last few hitboxes can semi-spike.
 
===[[Marth]]===
*Down tilt - Thrusts his sword forward across the ground. When tipped, it semi-spikes the opponent. Fast, good reach, and decent power makes this a effective edgeguarder, especially against those who try sweetspotting the edge. It is even faster in ''Brawl'', and does not need to tipped, but its shorter reach and ''Brawl's'' physics make it less effective.
 
===[[Meta Knight]]===
*Down aerial - Thrusts his sword below himself. Extremely fast and low ending lag, Meta Knight can [[WoP]] opponents with his down aerial, making it deadly for characters with poor and/or predictable recoveries. This, combined with its decent power and Meta Knight's multiple jumps, make it arguably the best semi-spike in Brawl, if not the most versatile. The sourspot of the attack is not a semi-spike however (its angle is 35).
*Aerial [[Shuttle Loop]] - Semi-spikes if the opponent is hit while Meta Knight is rising. Has very high base knockback but very low knockback scaling. Almost no start-up lag and very strong initial knockback makes it arguably the deadliest semi-spike in Brawl, as it is a near invariable KO if landed offstage or near the ledge. It's also great for stage-spiking. Additionally, it's an excellent anti-edgeguard maneuver, as characters risk being semi-spiked away from the stage in attempting to edgeguard Meta Knight. It is a very effective edgeguarder, but is risky since it leaves Meta Knight in a helpless state after the move is finished. Most effective at edgeguarding opponents recovering from above, due to the nature of the attack and being less risky.
 
===[[Mewtwo]]===
*[[Disable]] - On airborne opponents and on those already in a daze, this move weakly semi-spikes.
 
===[[Mr. Game & Watch]]===
*Down tilt (''Brawl'' only) - Opens a Manhole in front of himself. Has high base knockback, but very low knockback scaling. It is effective at edgeguarding, as it is fast, has good disjointed reach, and has a long-lasting hitbox.
*Down smash (sourspotted) - Swings two hammers on both sides. The sourspot is located at the handles. Being fast, powerful (in ''Brawl''), and has good reach, it is effective at edgeguarding. Even though its sweetspot sends opponents vertically, it can still be effective at edgeguarding given how powerful it is.
*[[Chef]] - The frying pan semi-spikes with low power. It is not effective as a edgeguarder due to its short reach and slow start-up lag.
*[[Judge]] number 6 - Semi-spikes opponents with high base knockback accompanied by [[flame]] damage. It is noticeable for being the only other Judge other than #9 that can be useful over other options. It is deadly to recovering opponents, but the random nature makes it difficult to land.
 
===[[Ness]]===
*Down tilt (''Brawl'' only) - Does a rapid kick towards the ground. It is a semi-spike, but an extremely weak one. Only noticeable at extreme percentages. It is impractical for edgeguarding, as it has very short reach and produces no noticeable knockback at realistic percentages.
*Dash attack - Pushes forward with PK sparkles in front of his hands. The hitboxes before the final hitbox send opponents on a weak horizontal trajectory.
 
===[[Peach]]===
*Forward smash (tennis racket) - When sweet spotted in ''Brawl'', it is the strongest semi-spike in the game. Otherwise, it is weak. It is unreliable for edge-guarding, due to its short reach and the random nature of Peach's f-smash, but is potentially deadly.
*Down smash - It is the strongest semi-spike in ''Melee'', and its high base knockback can allow for early KOs near the ledge, being especially deadly against characters with poor recoveries. However, in ''Brawl'', it was drastically weakened to the point where it can't even KO at [[Sudden Death]] percentages.
*[[Peach Bomber]]
*[[Vegetable]]s
 
===[[Pichu]]===
*Down smash - Spins on the ground. Semi-spikes the opponent in the opposite direction Pichu is facing.
*Down tilt - Does a tail whip along the ground. Has fast startup, but its very low reach limits its edgeguarding capabilities.
 
===[[Pikachu]]===
*Up aerial (''Melee'' only) - The tip of its tail semi-spikes somewhat weakly, but it is fast and can be useful for [[gimp]]s.
 
===[[Samus]]===
*[[Bomb]] - A weak semi-spike. However, the hitstun can be used to pull off gimps on characters with poor recoveries in ''Melee''.
 
===[[Sheik]]===
*Forward aerial - Quickly swipes her hand in front of her, semi-spiking the opponent. Extremely fast with good power, it was one of the most well-known and feared semi-spike in ''Melee'', despite its short reach and short-lasting hitbox. It still semi-spikes effectively in ''Brawl'', but was noticeably weakened.
*[[Light Arrow|Final Smash]] - This attack semi-spikes opponents, while Zelda's version sends opponents diagonally.
 
===[[Toon Link]]===
*Forward tilt
*[[Dash attack]] - Fast and good reach, but it is very weak and the semi-spike is only noticeable at very high percentages.
*Down smash - The first strike is a semi-spike with high base knockback but the second strike is often landed afterward which has vertical knockback instead. At very low percentages, the much higher base knockback of the first strike can override the knockback of the second strike and results in a surprisingly powerful semi-spike, that may even KO depending on the location and character it was landed on.
*Forward smash - A small amount of the first swing has an angle of 10 degrees.
*Down air (landing) - Both the wind and the impact of landing are semi-spikes.
*Back throw
*Up throw (only to bystanders)
*[[Spin Attack]] - The multi-hits are semi-spikes, though they exist only to suck in targets for the rest of the attack.
 
===[[Wario]]===
*Down smash
*Back throw (only to bystanders)
*Slow edge attack
*[[Wario Bike]] (wheelie)
 
====[[Wario-Man]]====
*Down tilt - Very fast and powerful.
*Down smash
*Forward throw
*Back throw (only to bystanders)
*Slow edge attack
*[[Wario Bike]] (wheelie)
*[[Wario Waft]] (fully charged)
 
===[[Wolf]]===
*[[Down throw]] - A throw that semi-spikes opponents with surprisingly high knockback scaling for a throw. It can be very deadly if Wolf grabs the opponent on the edge as the throw has bizarre properties that negates the opponent's momentum, thus making it very difficult for some characters to recover.
*Forward smash - First hit only, it is extremely weak and only noticeable at extreme percentages.
*[[Blaster]] (melee portion only) - The melee hitbox of the blaster produces a weak semi-spike but the opponent is almost always hit with the projectile afterward, thus cancelling out the knockback of the first hit.
*[[Reflector]] - Semi-spikes with extremely low set knockback. Despite 1 frame startup lag and [[intangibility]], it's too weak to be effective against most characters in most situations. However, it can be especially effective at gimping characters with very poor or slow recoveries (most notably {{SSBB|Falco}}).
 
===[[Yoshi]]===
*Down tilt - Sweeps his tail along the ground. It has set knockback in ''Smash 64'' and ''Melee'', with very low knockback scaling in ''Brawl''. It is fast with decent reach, and can be useful for edgeguarding. Less useful in ''Brawl'' compared to the other two.
*Down smash - Does a tail smack in front of himself, then behind. Much more powerful in ''Melee'' than it is in ''Smash 64'' and ''Brawl'', allowing with arguably sending opponents on a slightly more favourable angle.
*[[Egg Lay]] - Using the move against enemies in the [[Subspace Emissary]] makes it a semi-spike.
 
===[[Zelda]]===
*Up smash - Parts of the first hits act as semi-spikes, though the minimal SDI capacity makes it difficult for it to be a deciding blow.
*Down smash - Very fast and it has good power for a semi-spike. It's short reach limits its edgeguard capabilities but can still be effective. Much stronger in ''Brawl'' than it is in ''Melee''.
*Forward smash - Like the up smash, parts of the first hits act as semi-spikes to keep targets trapped in the attack.
*Neutral air - Works in the same way as the up and forward smashes.
*[[Nayru's Love]] (first five hits)
 
===Other===
*Hitting someone with a thrown [[Star Rod]].
*[[Porygon 2]]'s attack launches opponents on a semi-spike trajectory with extreme power. It is by far the strongest semi-spike in ''Melee'', KOing anybody with at least 25% damage.
*[[Suicune]]'s Aurora Beam (''Brawl'' only) is a semi-spike that [[OHKO]]s any opponent. When considering items, this is by far the most powerful semi-spike in ''Brawl''.
*In ''Melee'' and ''Brawl'', [[Master Hand|Master Hand's]] open hand crush  has two hitboxes; if the player is hit by his palm, they will be sent horizontally on a semi-spike trajectory with powerful knockback. If the player is just outside his palm, it instead results in considerable vertical knockback. Crazy Hand has a similar attack, though it is weaker and deals 10% less damage.
*If the opponent is grabbed by the player and another opponent attacks the player that grabs the opponent, the opponent that was being grabbed will be sent horizontally on a semi-spike trajectory.
*Several enemies in the [[Subspace Emissary]] have moves with these properties, and are usually extremely dangerous. Powerful ones include an [[Autolance]]'s stab, the final hit of a [[Armight]]'s combo, a [[Ticken]]'s charge, and [[Tabuu]]'s Golden Brackets attack.


==See also==
==See also==
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[[Category:Attacks]]
[[Category:Attacks]]
[[Category:Techniques (SSB)]]
{{AllGames|Techniques}}
[[Category:Techniques (SSBM)]]
[[Category:Techniques (SSBB)]]
[[Category:Game mechanics]]
[[Category:Game mechanics]]
[[Category:Semi-spikes]]

Latest revision as of 03:36, May 28, 2022

The shaded angles considered to be semi-spikes.
An example of a semi-spike; the opponent is sent at an angle that is almost parallel to the ground.

A semi-spike or pseudo-spike is a type of attack that does not send the opponent directly downward, but instead in a mostly horizontal trajectory which (due to gravity) will quickly turn into a vertical trajectory. This is distinct from a meteor smash, which sends the enemy downwards without a prior horizontal trajectory. Semi-spikes are dangerous as they send targets on the shortest possible path to the blast line, and characters who survive are left below and away from the edge, the worst possible position to recover from. When landing semi-spikes on inclines, there will usually be little to no audible reaction from the character or the audience due to the fact that, like a meteor smash/spike landing on a grounded opponent, the character being hit cannot travel at an angle due to the incline. When grabbed characters are hit by other characters, they will be semi-spiked.

Lists of semi-spikes[edit]

See also[edit]