Down smash: Difference between revisions

422 bytes added ,  3 years ago
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(→‎Notable down smashes: Quake hitboxes are no longer a thing since their description was WAY too vague.)
Tag: Mobile edit
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*In ''Melee'', {{SSBM|Peach}}'s down smash is a fearsome attack by any measure. Unlike most multi-hit attacks, all of its hits deal individually high [[damage]] and [[knockback]]. At low percentages, especially against a [[crouch cancel]]ling opponent, it can deal astonishingly high damage. Its high [[semi-spike]] knockback and fast speed also make it a great tool for [[edge-guarding]]. Since ''Brawl'', however, the attack has been [[nerf]]ed, and is now a fairly standard multi-hit attack.
*In ''Melee'', {{SSBM|Peach}}'s down smash is a fearsome attack by any measure. Unlike most multi-hit attacks, all of its hits deal individually high [[damage]] and [[knockback]]. At low percentages, especially against a [[crouch cancel]]ling opponent, it can deal astonishingly high damage. Its high [[semi-spike]] knockback and fast speed also make it a great tool for [[edge-guarding]]. Since ''Brawl'', however, the attack has been [[nerf]]ed, and is now a fairly standard multi-hit attack.
*In ''Brawl'', {{SSBB|Meta Knight}}'s down smash is both among his fastest attacks and strongest KO options, and is notoriously difficult to punish due to Meta Knight's characteristic range and [[transcendent priority]].
*In ''Brawl'', {{SSBB|Meta Knight}}'s down smash is both among his fastest attacks and strongest KO options, and is notoriously difficult to punish due to Meta Knight's characteristic range and [[transcendent priority]].
*[[Zero Suit Samus]]'s down smash has been a staple of her moveset in all three games she has appeared in. Despite having high startup lag, it has very low ending lag, a large hitbox and [[paralyze]]s the opponent which allows her to follow up with one of her KO options at high percents and can potentially start combos at low percents.  
*[[Zero Suit Samus]]'s down smash has been a staple of her moveset in all three games she has appeared in. Despite having high startup lag, it has very low ending lag, large hitboxes, and [[paralyze]]s the opponent which allows her to follow up with one of her KO options at high percents and can potentially start combos at low percents. Although it is very useful in all three games, the move is most effective in ''Brawl'' as compared to its successors, it has even lower ending lag, consists of one massive hitbox rather than two smaller ones, keeps the opponent paralyzed for longer, and only applies [[hitlag]] to the opponent rather than both fighters (which is still the case in ''Smash 4'', but not in ''Ultimate'' where both fighters suffer hitlag).  
*{{SSBU|Mr. Game and Watch}}'s down smash in ''Ultimate'' is notorious for its fast startup, long range, safety on shield, and long-lasting bury duration, leading into early KOs with forward smash.
*{{SSBU|Mr. Game and Watch}}'s down smash in ''Ultimate'' is notorious for its fast startup, long range, safety on shield, and long-lasting bury duration, leading into early KOs with forward smash.


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