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:''Meteor redirects here. For the SoCal smasher, see [[Smasher:Meteor]]'' | |||
[[File:Donkey Kong Forward Aerial Meteor Smash Brawl.jpg|thumb|Donkey Kong's [[forward aerial]] meteor smash in ''Brawl''.]] | [[File:Donkey Kong Forward Aerial Meteor Smash Brawl.jpg|thumb|Donkey Kong's [[forward aerial]] meteor smash in ''Brawl''.]][[File:Mario Fair Meteor Smashes Kirby SSB4.jpg|thumb|Mario's meteor smash in ''SSB4''.]][[File:Wolfflash.jpg|thumb|Wolf meteor smashing Falco with [[Wolf Flash]] in ''Brawl''.]] | ||
A '''meteor smash''' ({{ja|メテオスマッシュ|Meteo sumasshu}}) is a type of attack in the {{uv|Super Smash Bros.}} series that strikes opponents downwards, as opposed to horizontally or upwards like most attacks. Meteor smashes are primarily designed to [[KO]] or [[gimp]] [[recover]]ing opponents at an especially low damage. With their potential to take a stock earlier than usual, most conventional meteor smashes are somewhat slow to execute or require | [[File:LinkDtiltMeteor.jpg|thumb|Link's down tilt, one of the few meteor smashes that can only be done on the ground.]] | ||
A '''meteor smash''' ({{ja|メテオスマッシュ|Meteo sumasshu}}) is a type of attack in the {{uv|Super Smash Bros.}} series that strikes opponents downwards, as opposed to horizontally or upwards like most attacks. Meteor smashes are primarily designed to [[KO]] or [[gimp]] [[recover]]ing opponents at an especially low damage. With their potential to take a stock earlier than usual, most conventional meteor smashes are somewhat slow to execute or require [[sweetspot (hitbox)|sweetspot]]ting. | |||
Some meteor smashes are not meant for [[edge-guard]]ing and are done only to knock opponents into other hits of the attack. Other meteor smashes can damage only opponents that are on the ground, making them impossible to send targets downwards. These are known as [[unconventional meteor smash]]es. | Some meteor smashes are not meant for [[edge-guard]]ing and are done only to knock opponents into other hits of the attack. Other meteor smashes can damage only opponents that are on the ground, making them impossible to send targets downwards. These are known as [[unconventional meteor smash]]es. | ||
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In ''[[Super Smash Bros. Brawl]]'', if a meteor smash on a grounded opponent does not induce enough knockback to knock the opponent off the ground, it has a chance of [[tripping]] them. | In ''[[Super Smash Bros. Brawl]]'', if a meteor smash on a grounded opponent does not induce enough knockback to knock the opponent off the ground, it has a chance of [[tripping]] them. | ||
In ''[[Super Smash Bros. 4]]'', characters that are meteor smashed onto a [[floor]] will bounce back up | In ''[[Super Smash Bros. 4]]'', characters that are meteor smashed onto a [[floor]] will bounce back up. While this allows certain [[Final Smash]]es to incorporate downwards finishers and still result in KOs when used on stage, it also allows players to [[tech]] even if they were standing on the ground (unless it is an attack with a very high amount of [[freeze frame]]s, such as {{SSB4|Ganondorf}}'s down air). In addition, stronger meteor smashes are now denoted by a unique sound effect upon connection. Meteor smashes also gained the ability to [[lock]] opponents if they don't induce enough knockback to knock the opponent off the ground. | ||
In ''[[Super Smash Bros. Ultimate]]'', meteor smashes done on | In ''[[Super Smash Bros. Ultimate]]'', meteor smashes done on players standing on the ground can no longer be teched. In addition, if a character is hit by a meteor smash and their total speed is 3 units per frame (half the speed of when [[tech]]ing becomes impossible) when they reach about 25 units below the camera boundary, they will be KO'd before reaching the lower blast line.<ref>https://twitter.com/Ruben_dal/status/1221151119172345858</ref> This makes most meteor smash [[sacrificial KO]]s reliable ways of securing a win when both players are on last stock. Additionally, characters getting meteor smashed when their damage is over 100% now causes a unique knockback animation to play, similar to reeling. | ||
==General characteristics== | ==General characteristics== | ||
[[ | [[Image:MeteorSmashRange.png|thumb|float|200px|The angles considered to be meteor smashes - blue range is for ''Melee'', red range is for ''Brawl''. Any and only angles within this range count as meteor smashes.]] | ||
As they hit opponents downwards, meteor smashes cause targets that are not in the air to immediately bounce off the ground they're standing on | As they hit opponents downwards, meteor smashes cause targets that are not in the air to immediately bounce off the ground they're standing on, reducing the knockback received by 20%<!--might actually be 15%, must confirm--> and thus making such attacks much weaker and less reliable KO moves on grounded targets; if the intended knockback is below a certain amount, it will not even deliver any vertical knockback at all, and instead merely cause [[flinch]]ing and perhaps [[trip]]ping in ''Brawl''. As a result, only the strongest meteor smashes (such as Ganondorf's down aerial) are viable KO moves in on-stage situations. Regardless, meteor smashes on grounded targets are one of the few moves in the series (especially ''Melee'') that are unable to be [[Crouch cancel| crouch-canceled]]. | ||
In games before ''[[Super Smash Bros. 4]]'', if a meteor smash connects on a midair target | In games before ''[[Super Smash Bros. 4]]'', if a meteor smash connects on a midair target, the victim does not suffer any sort of bounce effect and will stop their fall, no matter how close to the ground/floor they are on any surface that can block their fall. Because of this, they are able to [[tech]] from most meteor smashes with solid timing should they be able to impact a viable surface. In ''[[Super Smash Bros. 4]]'', even if the victim is in midair, they will now bounce off the ground regardless if they have sustained a notable amount of damage for the proper amount of knockback power, which is needed for some meteor smashes for programmed reasons (such as most [[Final Smash]]es). | ||
Despite their reduced power on grounded opponents, the amount of [[hitstun]] delivered by a meteor smash is not affected by the knockback reduction, meaning such moves will cause more hitstun than non-meteor smashes with equal knockback. Combined with their vertical trajectory, this results in meteor smashes being excellent [[combo]] starters on grounded opponents | Despite their reduced power on grounded opponents, the amount of [[hitstun]] delivered by a meteor smash is not affected by the knockback reduction, meaning such moves will cause more hitstun than non-meteor smashes with equal knockback. Combined with their vertical trajectory, this results in meteor smashes being excellent [[combo]] starters on grounded opponents. | ||
With a handful of exceptions, almost all characters can meteor smash with their down aerial move; this, however, is a risky maneuver if used on opponents attempting recovery, since these attacks cause the character to travel a short distance downward, making the user's own recovery more difficult in certain cases. Some even, like Zero Suit Samus, outright [[stall-then-fall|make the user shoot downward]], leading to a certain [[ | With a handful of exceptions, almost all characters can meteor smash with their down aerial move; this, however, is a risky maneuver if used on opponents attempting recovery, since these attacks cause the character to travel a short distance downward, making the user's own recovery more difficult in certain cases. Some even, like Zero Suit Samus, outright [[stall-then-fall|make the user shoot downward]], leading to a certain [[SD]] in most cases. | ||
==Meteor canceling== | ==Meteor canceling== | ||
Additionally, any time a jump input is made, even before the character is meteor smashed, a penalty period of 40 frames follows the jump input frame, during which they cannot meteor cancel with double jump. Likewise, an up special input starts a 40 frame penalty on meteor cancelling with up special. These meteor cancel penalties are independent: a character can meteor cancel with up special even during double jump penalty and vice versa. | '''Meteor canceling''' is the act of instantly negating the downwards knockback of a meteor smash by jumping or using an [[up special]] after being hit. In ''Super Smash Bros. Melee'', a meteor cancel can be done 8 frames after the hit lag ends, producing a distinctive wind-cutting sound and a sparkle (the character will also briefly glow white); in ''Brawl'', meteor cancels are not indicated and can only be done after 25 frames, though some characters have their own windows. Additionally, any time a jump input is made, even before the character is meteor smashed, a penalty period of 40 frames follows the jump input frame, during which they cannot meteor cancel with double jump. Likewise, an up special input starts a 40 frame penalty on meteor cancelling with up special. These meteor cancel penalties are independent: a character can meteor cancel with up special even during double jump penalty and vice versa. Though, oftentimes an up special input is also a jump input with control stick and starts both penalties simultaneously, but not always. In a similar vein to the [[tech]] penalty, these penalties prevent players from simply [[mash]]ing said inputs to easily pull off a meteor cancel. Characters can meteor cancel even if they were hit while grounded, though they must have bounced off a ceiling and still be taking the now-downwards knockback to do so. | ||
Meteor canceling only exists in ''Melee'' and ''Brawl'', making meteor smashes in other games functionally equivalent to [[spike]]s. However, games after ''Brawl'' check the same angle range to play a unique sound effect for meteor smashes. | |||
Meteor canceling only exists in ''Melee'' and ''Brawl'', making meteor smashes in other games functionally equivalent to [[spike]]s | |||
====Characters with unusual meteor cancel windows in ''Brawl''==== | ====Characters with unusual meteor cancel windows in ''Brawl''==== | ||
In ''Brawl'', | In ''Brawl'', some characters can meteor cancel sooner than others. Most characters can meteor cancel after 25 frames, while others have different values: | ||
*{{SSBB|Charizard}}: 30 frames | *{{SSBB|Charizard}}: 30 frames | ||
*{{SSBB|Ivysaur}}, {{SSBB|Olimar}} and {{SSBB|Zero Suit Samus}}: 15 frames | *{{SSBB|Ivysaur}}, {{SSBB|Olimar}} and {{SSBB|Zero Suit Samus}}: 15 frames | ||
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*{{SSBB|Wolf}}: 60 frames | *{{SSBB|Wolf}}: 60 frames | ||
*{{SSBB|Yoshi}}: 20 frames | *{{SSBB|Yoshi}}: 20 frames | ||
With the exception of Wolf, the different meteor cancel windows are justified; characters that rely on tethers (or a sub-par up special in Yoshi's case) have faster meteor cancel windows, while characters with multiple jumps and the ability to [[glide]] have slower meteor cancel windows. | |||
==Similar techniques== | ==Similar techniques== | ||
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{{main|List of meteor smashes (SSB4)}} | {{main|List of meteor smashes (SSB4)}} | ||
{{main|List of meteor smashes (SSBU)}} | {{main|List of meteor smashes (SSBU)}} | ||
==See also== | ==See also== |