Semi-spike
From SmashWiki, the Super Smash Bros. wiki
A semi-spike or pseudo-spike is Spike that does not send the opponent totally downward but in a horizontal trajectory which then (due to gravity) will turn into a vertical trajectory. Before the vertical trajectory and after the horizontal trajectory a semi-spike will make a quarter circle trajectory (see diagram 1), for the attack to be considered a semi-spike the player must be able to act within this quarter circle trajectory but before the vertical trajectory, some attacks may have a different trajectory and send the opponent angled downwards this results in a recoverable attack at low percentages but with considerable edgeguarding danger due to being hit off the stage; DI'ing them correctly will only alter the angle just slightly and shorten the send-off angle. This is distinct from a spike, which sends the enemy straight down without a prior horizontal trajectory.
Semi-spikes' structure is altered greatly by damaged and at certain percentages some attacks can't be considered as one.
Moves that are semi-spikes include (but are not limited to):
- Marth:
- Forward Aerial
- Down Tilt
- Up Smash
- Sheik:
- Captain Falcon:
- Up Aerial
- Link:
- Up B (NTSC only)
- Peach:
- Forward Smash
- Ganondorf
- Up Aerial
- Side tilt (Brawl only)
- Pikachu
- Up Aerial
- Wario:
- Down Tilt (Wario-Man only)
- Sonic:
- Up Smash
- Mr. Game & Watch:
- Chef
- A 6 with Judge
- Sourspotted down smash
- Fox:
- Bowser
- Down Aerial
- Meta Knight
- Down Aerial
- Hitting someone with a thrown Star Rod.
- Getting hit while holding someone near the edge will semi-spike the person begin held at higher percentages.
