List of semi-spikes (SSB)

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


 * Down tilt - A crouching kick that semi-spikes opponents.
 * Up aerial - Does an aerial flip kick. The last part of the attack semi-spikes. It is much more effective than in later games, providing high knockback and hitstun, and being a fairly easy way to intercept certain recoveries such as Pikachu's Quick Attack and Fox's Fire Fox, especially if they're recovering high.


 * 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 than in later games. In the Japanese version, it has a slightly less favourable angle.
 * Blaster - Has set knockback.
 * Reflector - Has set knockback. Using the move to gimp is known as the shine spike. Much more effective on characters with poor recoveries.


 * 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 aerials for edgeguarding.


 * Down tilt - A low kick with higher-than-usual scaling.


 * Dash attack - The non-final punches are semi-spikes intended to drag the target alongside Luigi.


 * Mario Tornado - The attack uses semi-spikes to keep the opponent trapped.


 * Screw Attack - The top trapping hitboxes semi-spike the target towards Samus.
 * Bomb - The explosion produces a very weak and impractical semi-spike.


 * Down tilt - Sweeps his tail along the ground. Has set knockback. It is fast with decent reach, and can be useful for edgeguarding.
 * Down smash - A somewhat strong semi-spike on both sides.

Other

 * The Fan's neutral and tilt attacks are semi-spikes, though too weak to accomplish much.
 * Hitting someone with a thrown Star Rod.
 * Master Hand's Power Punch is a strong semi-spike, and the Finger Drill uses semi-spikes to keep the player trapped.