Down smash: Difference between revisions

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[[File:PeachDownSmashSSBM.gif|thumb|{{SSBM|Peach}}'s down smash in ''Melee''.]]
[[File:PeachDownSmashSSBM.gif|thumb|{{SSBM|Peach}}'s down smash in ''Melee''.]]
*While most down smashes are designed to hit on both sides of a character, there are a small number of characters with one-sided down smashes, including [[Mewtwo]], [[Zero Suit Samus]], [[Lucas]], [[Ryu]], [[Ken]], [[Bayonetta]], [[Terry]] and [[Sephiroth]]. In addition, [[Robin]]'s down smash only hits on one side with the Bronze Sword equipped, but sends out an electric wave which reaches backwards with the Levin Sword equipped. [[Olimar]]'s down smash also fails to hit behind him if he only has one available Pikmin. Furthermore, as of ''Ultimate'', both of the [[Ice Climbers]] individually have one-sided down smashes, but when the climbers are together, they will succeed in covering both sides.
*While most down smashes are designed to hit on both sides of a character, there are a small number of characters with one-sided down smashes, including [[Mewtwo]], [[Zero Suit Samus]], [[Lucas]], [[Ryu]], [[Ken]], [[Bayonetta]], [[Terry]] and [[Sephiroth]]. In addition, [[Robin]]'s down smash only hits on one side with the Bronze Sword equipped, but sends out an electric wave which reaches backwards with the Levin Sword equipped. [[Olimar]]'s down smash also fails to hit behind him if he only has one available Pikmin. Furthermore, as of ''Ultimate'', both of the [[Ice Climbers]] individually have one-sided down smashes, but when the climbers are together, they will succeed in covering both sides.
*From ''Melee'' onward, but not in ''SSB4'', [[Ness]]'s down smash can hit opponents while charging as the yo-yo comes to rest on the stage behind him. This is especially dangerous in ''Ultimate'', where the yo-yo can fall down and hang off of ledges and hits multiple times, allowing it to lead into the attack proper. It is the only down smash to have a hitbox while charging. Ness's similarly-functioning [[up smash]] is the only up smash to have such a distinction, while [[Corrin]] possesses the only such [[forward smash]]. Also notable is that Ness and [[Luma]] are the only characters with down smashes to hit first behind and then in front, as opposed to first in front and then behind. In Ness's case, this is presumably to give more utility to the charging hitbox, as his up smash already covers his front.
*From ''Melee'' onward, but not in ''Smash 4'', [[Ness]]'s down smash can hit opponents while charging as the yo-yo comes to rest on the stage behind him. This is especially dangerous in ''Ultimate'', where the yo-yo can fall down and hang off of ledges and hits multiple times, allowing it to lead into the attack proper. It is the only down smash to have a hitbox while charging. Ness's similarly-functioning [[up smash]] is the only up smash to have such a distinction, while [[Corrin]] possesses the only such [[forward smash]]. Also notable is that Ness and [[Luma]] are the only characters with down smashes to hit first behind and then in front, as opposed to first in front and then behind. In Ness's case, this is presumably to give more utility to the charging hitbox, as his up smash already covers his front.
*In ''Brawl'', {{SSBB|Snake}}'s down smash causes him to plant a mine in the ground. Once planted, it will explode if struck by any hitbox or touched by any character, including Snake, which grants it incredible versatility for stage control. This is the only [[projectile]] down smash. Also unique to the move is that, as it is [[charge]]d, the mine becomes increasingly difficult to see in addition to becoming stronger.
*In ''Brawl'', {{SSBB|Snake}}'s down smash causes him to plant a mine in the ground. Once planted, it will explode if struck by any hitbox or touched by any character, including Snake, which grants it incredible versatility for stage control. This is the only [[projectile]] down smash. Also unique to the move is that, as it is [[charge]]d, the mine becomes increasingly difficult to see in addition to becoming stronger.
*[[Villager]] and, in ''Ultimate'', {{SSBU|Mr. Game & Watch}}, are the only characters whose down smashes can [[bury]] opponents.
*[[Villager]] and, in ''Ultimate'', {{SSBU|Mr. Game & Watch}}, are the only characters whose down smashes can [[bury]] opponents.
*[[Ridley]], [[Incineroar]], and [[King K. Rool]] all perform a short upwards hop during the startup of their down smashes, which allow them to dodge certain attacks and punish them heavily. This leads them to sometimes be humorously labelled "[[spot dodge]]s with [[hitbox]]es". Of particular note is King K. Rool's, which possesses his characteristic [[Belly Super Armor]].
*[[Ridley]], [[Incineroar]], and [[King K. Rool]] all perform a short upwards hop during the startup of their down smashes, which allow them to dodge certain attacks and punish them heavily. This leads them to sometimes be humorously labelled "[[spot dodge]]s with [[hitbox]]es". Of particular note is King K. Rool's, which possesses his characteristic [[Belly Super Armor]].
*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 its long range and [[transcendent priority]]. It comes out on frame 4 and it has a total duration of 33 frames, being tied for the lowest in both categories. In later games, its power and range were reduced in addition to the move receiving more ending lag although it still remains an extremely fast down smash.
*[[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).  
**In ''Brawl'' and ''Smash 4'', Meta Knight's down smash has a strange property. If Meta Knight buffers a down smash just before finishing a different animation, the down smash will be performed one frame faster than if he performs a raw down smash. This is because the move starts charging on frame 1 so if he performs it out of an interruptible action, it will charge the move for 1 frame but if he buffers it out of another animation, this charge frame will be skipped. The non buffered version comes out on frame 5 (frame 10 for the second hit) and it has 34 total frames in ''Brawl'' and 38 in ''Smash 4'' but when buffered, it comes out one frame faster and ends one frame sooner. This was changed in ''Ultimate'' with the move now charging on frame 2, making its speed consistent regardless of if the move was buffered or not.
*{{SSBU|Mr. Game and Watch}}'s down smash in ''Ultimate'' is notorious for its fast startup, low ending lag, long range, safety on shield, and long-lasting bury duration, leading into early KOs with forward smash.
*[[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.
**This is because its ''Brawl'' incarnation has the lowest ending lag, the largest hitboxes, the longest paralysis duration, the highest damage and the lowest knockback. The move can easily chain into itself multiple times and much like a projectile, it 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). When combined with its very low ending lag, this not only gives Zero Suit Samus minimal lag after hitting the opponent but it also made the move completely safe on shield, especially if charged. The move can also be [[absorb]]ed, which makes it a very effective tool in doubles when Zero Suit Samus is paired with a teammate with an absorption move. This aspect was nerfed in later games both due to the move's lower damage/higher ending lag and the halved damage when a projectile is absorbed by a teammate.  
*{{SSBU|Mr. Game and Watch}}'s down smash in ''Ultimate'' is considered one of the best in the game as while it does not have very fast startup, it has low ending lag, long range, it is very safe on shield and hard to punish when spaced due to these points, its sourspot is a strong semi-spike, its sweetspot has strong vertical knockback against aerial opponents and the sweetspot has a long-lasting bury duration against grounded opponents, which can lead into early KOs with forward smash or at the very least, can deal very high damage.
**It was also a very effective move in ''Brawl'' as while it had higher startup lag and lacked a bury effect, it had lower ending lag, a stronger sourspot and a sweetspot with even stronger vertical knockback.


== See also ==
== See also ==
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