Meteor smash: Difference between revisions

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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]].
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 and the fall towards any surface, 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 said 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).
In games before ''[[Super Smash Bros. 4]]'', if a meteor smash connects on a midair target and they fall towards any surface, 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 said 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.
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