Editing Down aerial
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[[File:Lucario D-air Brawl.png|thumb|250px|Lucario's down aerial in ''Brawl''.]] | [[File:Lucario D-air Brawl.png|thumb|250px|Lucario's down aerial in ''Brawl''.]] | ||
[[File:MarthDownAerialSSBM.gif|thumb|Animation of {{SSBM|Marth}}'s down aerial in ''Melee''.]] | [[File:MarthDownAerialSSBM.gif|thumb|Animation of {{SSBM|Marth}}'s down aerial in ''Melee''.]] | ||
The '''down aerial''' ({{ja|下空中攻撃|Shita kūchū kōgeki}}, ''Down/lower/under midair attack''; commonly abbreviated as '''Dair''' or '''d-air''', and referred to as '''AttackAirLw''' internally) is an [[aerial attack]] that is performed in midair by pressing the attack button | The '''down aerial''' ({{ja|下空中攻撃|Shita kūchū kōgeki}}, ''Down/lower/under midair attack''; commonly abbreviated as '''Dair''' or '''d-air''', and referred to as '''AttackAirLw''' internally) is an [[aerial attack]] that is performed in midair by pressing the attack button and tilting the [[control stick]] downward. Its official term varies between titles, where it is known as a '''down midair attack''' in ''[[Super Smash Bros. Melee]]'', and a '''down air attack''' from ''[[Super Smash Bros. Brawl]]'' onward. Many of these moves are [[meteor smash]]es, and some of these moves can be either [[stall-then-fall]]s or multi-hit attacks. | ||
==List of down aerials== | ==List of down aerials== | ||
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|[[Dark Pit]]||Slashes downward in an arc starting from the front. | |[[Dark Pit]]||Slashes downward in an arc starting from the front. | ||
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|[[Dark Samus]]||Turns upside down and swings her Arm Cannon in an arc starting from the | |[[Dark Samus]]||Turns upside down and swings her Arm Cannon in an arc starting from the front. | ||
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|[[Diddy Kong]]||Performs a [[Wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]] swing. | |[[Diddy Kong]]||Performs a [[Wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]] swing. | ||
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|[[Ryu]]||Throws out a cross at a diagonally downward angle. | |[[Ryu]]||Throws out a cross at a diagonally downward angle. | ||
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|[[Samus]]||Turns upside down and swings her Arm Cannon in an arc starting from the | |[[Samus]]||Turns upside down and swings her Arm Cannon in an arc starting from the front. | ||
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|[[Sephiroth]]||Performs Hell's Gate, a diving thrust with Masamune. | |[[Sephiroth]]||Performs Hell's Gate, a diving thrust with Masamune. | ||
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|[[Sonic]]||Performs a diagonal divekick. Cannot meteor smash in ''Brawl''. | |[[Sonic]]||Performs a diagonal divekick. Cannot meteor smash in ''Brawl''. | ||
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|[[Sora]]||Performs | |[[Sora]]||Performs Hurricane Blast, a moonsaults downwards with the Keyblade multiple times. | ||
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|[[Squirtle]]||Thrusts its tail downward and spins horizontally, hitting multiple times. Cannot meteor smash. | |[[Squirtle]]||Thrusts its tail downward and spins horizontally, hitting multiple times. Cannot meteor smash. | ||
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==Notable down aerials== | ==Notable down aerials== | ||
*The down aerials of [[Banjo]] & [[Kazooie]], [[Bayonetta]], [[Bowser]], [[Corrin]], [[Greninja]], [[Ice Climbers]], [[Kazuya]], [[Min Min]], [[Mr. Game & Watch]], [[Richter]], [[Ridley]], [[Sephiroth]], [[Simon]], [[Sheik]], [[Sonic | *The down aerials of [[Banjo]] & [[Kazooie]], [[Bayonetta]], [[Bowser]], [[Corrin]], [[Greninja]], [[Ice Climbers]], [[Kazuya]], [[Min Min]], [[Mr. Game & Watch]], [[Richter]], [[Ridley]], [[Sephiroth]], [[Simon]], [[Sheik]], [[Sonic]], [[Steve]], [[Toon Link]], and [[Zero Suit Samus]] all function as [[stall-then-fall]]s, except in ''Melee'' (and ''Brawl'' for Bowser). | ||
*The down aerials of [[Link]], [[Toon Link]] (in ''Brawl'' only), and [[Young Link]] cause them to bounce a short distance up and away from the opponent upon hitting them or their shield. The hitbox remains active when this happens and he is able to hit the opponent again for extra damage. | *The down aerials of [[Link]], [[Toon Link]] (in ''Brawl'' only), and [[Young Link]] cause them to bounce a short distance up and away from the opponent upon hitting them or their shield. The hitbox remains active when this happens and he is able to hit the opponent again for extra damage. | ||
**Similarly, Greninja, Simon, and Richter's down aerials cause them to jump off the opponent upon hitting them or their shield with their down aerials. Unlike the Links' down aerials, these jumps end the move and allow them to perform any action, including combos into other attacks. | **Similarly, Greninja, Simon, and Richter's down aerials cause them to jump off the opponent upon hitting them or their shield with their down aerials. Unlike the Links' down aerials, these jumps end the move and allow them to perform any action, including combos into other attacks. | ||
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**Falco's down aerial is very fast for a spike (coming out on frame 5), and a vital component to his [[pillar]] combos. However, it was nerfed in the [[PAL]] version of the game, as only the clean hit spikes instead of the entire move, making it less effective for [[edgeguarding]] and beating [[crouch cancel]]ing. | **Falco's down aerial is very fast for a spike (coming out on frame 5), and a vital component to his [[pillar]] combos. However, it was nerfed in the [[PAL]] version of the game, as only the clean hit spikes instead of the entire move, making it less effective for [[edgeguarding]] and beating [[crouch cancel]]ing. | ||
**Fox's down aerial is additionally notorious for its use in his [[waveshine infinite]] combo. | **Fox's down aerial is additionally notorious for its use in his [[waveshine infinite]] combo. | ||
*[[Ganondorf]]'s down aerial is the strongest [[meteor smash]] among playable characters in ''Brawl'', as well as one of the strongest meteor smashes and down aerials as a whole in the series, dealing particularly high damage and enough knockback to KO reliably onstage. In ''SSB4'', it is one of the only two meteor smashes that cannot be [[tech]]ed on the ground, due to its high amount of [[freeze frames]]. | *[[Ganondorf]]'s down aerial is the strongest [[meteor smash]] among playable characters in ''Melee'' and ''Brawl'', as well as one of the strongest meteor smashes and down aerials as a whole in the series, dealing particularly high damage and enough knockback to KO reliably onstage. In ''SSB4'', it is one of the only two meteor smashes that cannot be [[tech]]ed on the ground, due to its high amount of [[freeze frames]]. | ||
*[[Marth]]'s down aerial, specifically in ''Melee'', is possibly the most feared with its speed, range, and ability to spike. Its effectiveness has been reduced in the PAL version, and later in ''Brawl'', where it can be [[meteor cancel]]ed, though it still retains a large part of its utility. In ''SSB4'', however, it was severely [[nerf]]ed with reduced range, weaker sourspots, increased startup, meteor smashing only at the middle of the swing, and having a reversed animation (starting from behind Marth rather than in front of him), making it significantly harder to land. | *[[Marth]]'s down aerial, specifically in ''Melee'', is possibly the most feared with its speed, range, and ability to spike. Its effectiveness has been reduced in the PAL version, and later in ''Brawl'', where it can be [[meteor cancel]]ed, though it still retains a large part of its utility. In ''SSB4'', however, it was severely [[nerf]]ed with reduced range, weaker sourspots, increased startup, meteor smashing only at the middle of the swing, and having a reversed animation (starting from behind Marth rather than in front of him), making it significantly harder to land. | ||
*[[Yoshi]]'s down aerial is the most damaging in all of its appearances, dealing a maximum of 56% in ''Smash 64'', 53% in ''Melee'', 35% in ''Brawl'', 32.2% in ''SSB4'', and 28% in ''Ultimate''. This allows it to easily bring opponents to KO percentages, especially those with large [[hurtbox]]es. In ''Smash 64'', it comes out on frame 4 and it deals enough damage to [[shield]]s to outright break them if all hits connect, making it highly effective. Although it deals the least damage in ''Ultimate'', it connects much more reliably than in previous games to its looping hits using the [[autolink angle]]. | *[[Yoshi]]'s down aerial is the most damaging in all of its appearances, dealing a maximum of 56% in ''Smash 64'', 53% in ''Melee'', 35% in ''Brawl'', 32.2% in ''SSB4'', and 28% in ''Ultimate''. This allows it to easily bring opponents to KO percentages, especially those with large [[hurtbox]]es. In ''Smash 64'', it comes out on frame 4 and it deals enough damage to [[shield]]s to outright break them if all hits connect, making it highly effective. Although it deals the least damage in ''Ultimate'', it connects much more reliably than in previous games to its looping hits using the [[autolink angle]]. | ||
**In ''Melee'', it is also a simple way to win the Paper Mario [[trophy]] in [[Home-Run Contest]], as it can easily rack up a lot of damage on the [[Sandbag]] without the need of [[bat drop]]ping. | **In ''Melee'', it is also a simple way to win the Paper Mario [[trophy]] in [[Home-Run Contest]], as it can easily rack up a lot of damage on the [[Sandbag]] without the need of [[bat drop]]ping. | ||
*{{SSBU|Ivysaur | *{{SSBU|Ivysaur}}'s down aerial in ''Ultimate'' is notorious for its large, disjointed hitbox and its ability to consistently meteor smash opponents, making it excellent for edgeguarding. | ||
*[[Snake]]'s down aerial is notable for its extremely fast startup and high power. It comes out on frame 3, making it the fastest down aerial in the series, and deals 28% in ''Brawl'' and 20% in ''Ultimate'' if all of the hits connect while it also possesses strong knockback, making it a potential KO move. Although its power and knockback were considerably toned down from ''Brawl'', the move is much more effective in ''Ultimate'' due to its linking hits connecting much more reliably as well as its lower landing lag, being able to autocancel in a short hop, and Snake's significantly faster jumpsquat, the latter making it very reliable as a fast and highly damaging out of shield option. | *[[Snake]]'s down aerial is notable for its extremely fast startup and high power. It comes out on frame 3, making it the fastest down aerial in the series, and deals 28% in ''Brawl'' and 20% in ''Ultimate'' if all of the hits connect while it also possesses strong knockback, making it a potential KO move. Although its power and knockback were considerably toned down from ''Brawl'', the move is much more effective in ''Ultimate'' due to its linking hits connecting much more reliably as well as its lower landing lag, being able to autocancel in a short hop, and Snake's significantly faster jumpsquat, the latter making it very reliable as a fast and highly damaging out of shield option. | ||