Down tilt: Difference between revisions
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|{{SSBB|Wolf}} ||Kicks out with his foot, having decent range and can cause tripping.|| 6% | |{{SSBB|Wolf}} ||Kicks out with his foot, having decent range and can cause tripping.|| 6% | ||
|- | |- | ||
|{{SSBB|Yoshi}} || | |{{SSBB|Yoshi}} ||Sweeps his tail across the ground. No longer deals [[set knockback]]. Damage is weaker at the tip of Yoshi's tail. ||10% (tail), 5% (tail tip) | ||
|- | |- | ||
|{{SSBB|Zelda}} ||Kicks her foot in front of herself. Weak, but can combo into itself or pop enemy slightly above her. [[Meteor smash]]es foes if they hit her leg and grounded opponents that hit the tip of her foot. If airborne opponents hit the tip of her foot, they will instead be launched upwards. ||7% (foot), 8% (leg) | |{{SSBB|Zelda}} ||Kicks her foot in front of herself. Weak, but can combo into itself or pop enemy slightly above her. [[Meteor smash]]es foes if they hit her leg and grounded opponents that hit the tip of her foot. If airborne opponents hit the tip of her foot, they will instead be launched upwards. ||7% (foot), 8% (leg) |
Revision as of 17:15, July 27, 2015
A down tilt (abbreviated "d-tilt,"), officially called a strong down, is a tilt performed by any character by holding the control stick lightly down and pressing the attack button while on the ground, or crouching ahead of time and pressing the attack button. It will instantly hit all surrounding characters, making it useful for spacing. It is also useful for a foe rolling around the player. It can also be performed by pressing Z while crouching. Only in Super Smash Bros. Melee and in Super Smash Bros. Brawl do some of these down tilts meteor smash an opponent. In Brawl and SSB4, many down tilts have the ability to make opponents prat fall/trip occasionally.
Down tilts in Super Smash Bros.
Character | Description | Damage |
---|---|---|
Captain Falcon | Jabs his foot. A good move that has IASA frames. Usually used as a shield stunner in order to throw after. Good knockback. Essentially Yoshi's up tilt but without set knockback, slightly less range, and more combo ability. | 11% |
Donkey Kong | Does a slap-like move across the ground. One of the few low lag DK moves. Essentially a weaker version of Captain Falcon's. Very useful at close range to lead to a grab or down special move. | 8% |
Fox | Quickly swings his tail. Similar to Link's but with more range and slightly more combo ability. If there wasn't Smash DI in this game, then this move could lead into an infinite with a down aerial after. | 12% |
Jigglypuff | Jabs its foot. Similar to Pikachu but slightly less versatile, quicker, and has less range. Good combo ability and works great into rest. | 10% |
Kirby | Jabs his foot. It is a long range move that is quite good at gimping and breaking shields. | 9% |
Link | Swings his sword once. A different form of down tilt. Sends an opponent up. Combos into up special and other moves. However, the lag is too high for the move to be used often. | 12% |
Luigi | Similar to Mario but with slightly less range, slightly less lag, and slightly less knockback. Combos into up special move. | 7% |
Mario | Jabs his foot. A low knockback move with a good amount of damage. A sweeping kick. Not overly useful due to poor range and poor combo ability. | 12% |
Ness | Quickly jabs his foot. Very quick with low damage. Usually used into a throw or against a wall for a shield break. Can be Smash DI'd out of to prevent a grab after. | 3% |
Pikachu | Spins its tail around once. It's a moderately high knockback move with surprising range (similar to most of Pikachu's moves in this way). Lower combo ability than Pikachu's other moves. Semi-spike. Can gimp opponents. | 12% |
Samus | A longer range version of Mario. Good knockback and a good spacing move. | 13% |
Yoshi | Spins his tail once. It is another set knockback tilt (the other one being up tilt) with good power, can infinite against a wall, usually used for gimps. Very good for edgeguarding Fox, Jigglypuff and Kirby. High power semi-spike by the ledge. | 10% |
Down tilts in Super Smash Bros. Melee
Character | Description | Damage |
---|---|---|
Bowser | Slashes at the ground two times. | 7% first hit, 15% second hit, up to 22%. |
Captain Falcon | Sweeps at the ground. | 12% |
Donkey Kong | Sweeps with his hand. Very fast. | 7% |
Dr. Mario | Similar to Mario. Sends foes backwards. | 9% |
Falco | Identical to Fox. Very powerful. | 13% |
Fox | Sweeps with his tail. Fast and can KO. | 10% |
Ganondorf | Sweeps at the ground. Identical to Captain Falcon. | 12% |
Ice Climbers | Swings at the floor. Two hits. | Leader, 4%, partner, 5%, up to 9%. |
Jigglypuff | Quickly extends its foot downwards. | 10% |
Kirby | Kicks while crouching. | 10% |
Link | Slashes at the ground. Meteor smashes if hit on the sweetspot. | 11% |
Luigi | Similar to Mario. Weak knockback. | 4-9% |
Mario | Sweeps his leg low on the ground. Very weak. | 8% |
Marth | A quick crouching sword poke. Good for edgeguarding as it is a semi-spike. | 9% untipped, 10% tipped. |
Mewtwo | Spins and sweeps tail on the ground. Can be used to combo fast-fallers. | 9% |
Mr. Game & Watch | Flips a manhole cover in front of him. Deals vertical knockback, and can KO at higher percentages. | 12% |
Ness | Thrusts his leg downwards. Comboes into itself and can trap some fast-fallers indefinitely. | 3% |
Peach | Sweeps the ground with her arm. Can meteor smash with her arm. Can KO under 150% if she hits the opponent with her hand. Strongest down tilt meteor smash in Melee. | 6-12% |
Pichu | Identical to Pikachu. | 7% |
Pikachu | Swings its tail at the ground. Weak but fast. | 7% |
Roy | Similar to Marth. Good for comboing. | 12% base, 10% tip. |
Samus | Shoots at the ground. High knockback. | 14% |
Sheik | Kicks while crouching | 7% |
Yoshi | Swipes at the ground with his tail. | 9% |
Young Link | Same as Link but stronger. Always meteor smashes. | 10% |
Zelda | Thrusts her foot outwards. Meteor smashes if it is sweetspotted. | 7% |
Down tilts in Super Smash Bros. Brawl
Character | Description | Damage |
---|---|---|
Bowser | Swipes his claws along the ground twice, dealing mroe damage and knockback on the first hit. | 14% (hit 1), 11% (hit 2) |
Captain Falcon | Does a low sweep kick. Deals vertical knockback. | 10% |
Charizard | Reaches out and bites along the ground. The strongest part of the move is at the head. | 12% (head), 8% (neck) |
Diddy Kong | Claps his hands together, showing a colored "booming" effect. Horizontal knockback. Can combo into itself at low percentages. | 7% |
Donkey Kong | Swats his hand along the ground with good range. Great for racking up damage at low percentages and a trip can lead into a Hand Slap. | 8% |
Falco | Performs a quick tail swipe. Stronger than Fox's, but has less range. Good for setting up combos. | 12% (near), 9% (far) |
Fox | Swings his tail along the ground. | 9% (close), 8% (mid), 7% (far) |
Ganondorf | Kneels on one leg and sweeps the other leg forward. Deals weaker knockback compared with Ganondorf's other moves but has less endlag. A good KO move at high percents. | 12% |
Ice Climbers | Sweep hammers across the ground. Good for edgeguarding due to horizontal knockback. | 6% (leader), 4-5% (partner) |
Ike | Swings Ragnell horizontally across the ground. The tip of the sword meteor smashes airborne opponents and launches grounded opponents upwards. | 14% |
Ivysaur | Whips two vines quickly along the ground, hitting twice. Has good range. | 2% (hit 1), 5% (hit 2) |
Jigglypuff | Ducks and sticks its foot forward. Low knockback. | 10% |
King Dedede | Extends one ofoot and sweeps the ground with it. Considerable ending lag, but strong attack. Good for edgeguarding. | 10% (clean), 6% (late) |
Kirby | Crouches low and delivers a low kick. | 5% (foot base), 6% (foot tip) |
Link | Swipes sword across the ground. Meteor smashes opponents who come in contact with Link's body or the hilt of the sword. | 12% |
Lucario | Thrusts one leg forward while crouching. | 7% |
Lucas | Crouches and spins with his leg extended. The tip of the attack can sometimes cause opponents to trip. Very fast and can easily combo into itself. | 6% |
Luigi | Sticks his foot forward. Can cause opponents to sometimes trip. Can be a weak meteor smash if used on a foe on the ledge. | 9% |
Mario | Sweeps low to the ground with his leg. Poor knockback and short range. | 5% (foot), 7% (leg) |
Marth | Stabs his sword forward. Moves Marth forward a bit when used. | 9% (blade), 10% (tip), 8% (body) |
Meta Knight | Thrusts his sword across the ground. Deals more damage if the opponent is closer to Meta Knight's body. Can be used to pseudo-crawl. | 4-7% |
Mr. Game & Watch | Flips a 3D manhole in front of him. Excellent move with good knockback and speed. Good for combo setups and a good follow up to his down throw. Originates from Manhole. | 6% (grounded), 9% (aerial) |
Ness | Sticks his foot forward. Very fast and can be used many times in succession. Can cause opponent to trip. Good hitstun, but less knockback. This move is great setup for Ness' up smash if the enemy trips. | 4% |
Olimar | Does a headbutt while sliding along the ground. (Comedically, if Pikmin are behind him, it looks like his Pikmin shoved him on the ground.) | 6% (body), 2% (antenna) |
Peach | Bends forward and sweeps her hand diagonally across the ground. Meteor smashes opponents who hit her forearm and grounded opponents who hit the tip of her hand. Airborne opponents that hit the tip of her hand they will be launched upwards instead. | 10% |
Pikachu | Does a quick, low tail whip. Very quick. | 7% |
Pit | Swipes one blade across the ground in front of him. Acts as a meteor smash if the foe hits Pit's body. | 11% |
R.O.B. | Quickly pushes his arms forward along the ground. Has no lag and can be used repeatedly. Not much knockback, but a good damage racker. Can infinite against walls. | 5% (arms), 4% (arms tip) |
Samus | Shoots a small explosion at the ground with her arm cannon. Very strong, good finisher, no startup lag, and decent damage. | 14% |
Sheik | Does a quick leg sweep across the ground. Deals low vertical knockback. | 8% |
Snake | Does a low spin kick while prone. Deals strong vertical knockback, having KO potential on most characters at 120% and up. | 10% |
Sonic | Sweeps his foot along the ground. If used repeatedly, it will slowly move Sonic forward. | 6% |
Squirtle | Spins around and around forward, dealing multiple hits. | 2% (hits 1-4), 5% (hit 5) |
Toon Link | Swipes his sword across the ground. Good for edgeguarding. Deals medium knockback. | 9% |
Wario | Stabs his index finger at the ground in front of him. Quick, but weak. | 7% |
Wolf | Kicks out with his foot, having decent range and can cause tripping. | 6% |
Yoshi | Sweeps his tail across the ground. No longer deals set knockback. Damage is weaker at the tip of Yoshi's tail. | 10% (tail), 5% (tail tip) |
Zelda | Kicks her foot in front of herself. Weak, but can combo into itself or pop enemy slightly above her. Meteor smashes foes if they hit her leg and grounded opponents that hit the tip of her foot. If airborne opponents hit the tip of her foot, they will instead be launched upwards. | 7% (foot), 8% (leg) |
Zero Suit Samus | Does a low leg sweep across the ground. Sends foe upwards. | 6% |
Down tilts in Super Smash Bros. 4
Character | Description | Damage |
---|---|---|
Bowser | Swipes forward with left claw, and then right. First hit knocks enemy back and does not lead into second hit very well. Great knockback on both hits. Can KO reliably over 100%. | 14% (first hit), 11% (second hit) |
Bowser Jr. | The Koopa Clown Car sticks out tongue and licks opponent three times. The third hit has moderate knockback. Not much start-up or end lag. Great for covering the ledge. | 2 hits of 1.5%, then 5% |
Captain Falcon | Does a sweep kick, semi-spiking opponents. Has moderate range. Can KO opponents at high percentages. | 10% |
Charizard | Charizard headbutts along the ground, doing moderate knockback. Has a bit of end-lag. Can KO opponents at high percentages. Depending on the character, this move can miss at very close range. | 10% |
Dark Pit | Dark Pit leans forward a bit and slashes with his bow. This move very slightly changes animation depending on if his bow is combined or split. Very good range, but has a bit of end-lag. Good at hitting opponents trying to recover horizontally. Almost exactly the same as Pit's down tilt except for the damage output. | 6% |
Diddy Kong | Diddy Kong claps at ground level in front of himself. Extremely fast. Very little knockback. Often can be used to pressure and rack up damage on opponents before Diddy Kong can lead into a throw or a forward smash to KO opponents. | 6% |
Donkey Kong | Donkey Kong slaps in front of himself near the ground. This move deals more damage if the enemy is closer to Donkey Kong. Sends opponents at a horizontal angle. Minimal KO power, but can lead into aerial attacks if used to knock the opponent off-stage. | 7% when sweetspotted, 6% when sourspotted |
Dr. Mario | A spinning leg swipe move, which deals more damage when the opponent is closer to Dr. Mario. Relatively quick. | 7% when sweetspoted, 5% when sourspotted |
Duck Hunt | The duck flies in front of the dog in a circle, dealing damage. Moderately quick, good for hitting opponents below the stage. | 8% |
Falco | Falco swipes his tail in an arc near the ground, which deals more damage the closer the opponent is to him. Launches opponents at an upwards angle, becoming a KO move at 120%. Similar to Fox's down tilt, but deals more damage. Moderately quick. | Ranges from 9-12% |
Fox | Fox swipes his tail in an arc near the ground, dealing more damage the closer the opponent is to him. When sweetspotted, the enemy is sent at about a 45 degree angle, while the sourspot sends them at a near 90 degree angle. Moderately quick, but relatively situational compared to his other attacks. | Ranges from 6-8% |
Ganondorf | Ganondorf extends his leg out in front of himself, sending the opponent at a vertical angle. Very good range. One of Ganondorf's faster ground moves. A great KO move at higher percentages. If the opponent does not tech a grounded Flame Choke, this move can be used as a follow-up. | 13% |
Greninja | Greninja slides his leg out in front of himself. While not good as a KO move, it can be used to set up a follow-up in the air or an up-smash. Very fast. | 7% |
Ike | A sword swipe close to the ground. One of Ike's fastest ground moves. Can be used for early percentage air follow-ups. | 8% |
Jigglypuff | Jigglypuff extends a leg out in front of itself. Has good horizontal knockback, which can be used for off-stage follow-ups. Somewhat slow, but has good range. | 10% |
King Dedede | King Dedede does a forward roll that covers about one-sixth of Final Destination. Very quick, good for surprising opponents. Depending on the character, this move might miss if King Dedede is too close to the opponent. | 10% clean, 6% late |
Kirby | Kirby extends his foot in front of himself. Extremely quick. Has essentially no KO power, but it can trip the opponent, which can lead into moves such as a forward smash or a grab. | 6% |
Link | A quick sword swipe close to the ground. At very high percentages, this move can KO vertically. This move has the ability to meteor smash an opponent who is in the air, making it good to use against opponents re-grabbing the ledge. | 12% |
Little Mac | Little Mac jabs near the opponent's feet. Very quick. Due to the very small amount of vertical knockback this move has, it can be used to follow-up into many moves, most notably his forward smash and KO Uppercut. | 8% |
Lucario | Lucario slides his leg in front of himself. Knockback and damage scale with Aura. At lower percentages, this move can combo into itself. One of Lucario's only ground moves to be able to hit an opponent on the ledge. | 5% |
Lucas | A quick spinning leg kick. Nearly identical in appearance to its Brawl counterpart. | 3% |
Lucina | A quick stab near the ground. Good range. Excellent for hitting recovering opponents. Identical to Marth's down tilt except for dealing more damage and not having tipper capabilities. | 8% |
Luigi | Luigi slides his foot across the ground into the opponent. Has poor range, but can be used for aerial follow-ups at higher percentages. Somewhat quick. | 8% |
Mario | A quick spinning kick near the ground. Deals more damage if the opponent is closer to Mario when it hits. Relatively quick. | 7% when sweetspotted, 5% when sourspotted |
Marth | A quick stab near the ground. Good range. Excellent for hitting recovering opponents. This move has good knockback if the opponent is hit with the tip of Marth's sword. | 7% normal, 10% tipper |
Mega Man | Mega Man performs his slide attack from Mega Man 3. When used, he travels about 20% of the distance of Final Destination. Very little start up lag, but a noticeable amount of end-lag. Launches the opponent upwards. Good for surprises or reading rolls. Similar to King Dedede's down tilt, this move may miss if Mega Man is too close to the opponent when performed, depending on the character. | 8% when sweetspotted, 5% when sourspotted |
Meta Knight | Meta Knight stabs his sword close to the ground. Extremely fast. Has a chance to trip the opponent, which can lead to grabs or other moves. Slightly propels Meta Knight forward when used. | 5% |
Mewtwo | Mewtwo swipes its tail across the ground. Very fast, with little starting and ending lag. Excellent range. Good for starting and extending combos. The base of the tail does more damage and hits vertically, while the tip of the tail has slightly more horizontal knockback and less damage. | 5% when sweetspotted, 4% when sourspotted |
Mii Brawler | A leg sweep close to the stage. Has moderate range. Launches opponents upwards, leading into attacks such as its neutral aerial or forward aerial. | 8%* |
Mii Gunner | The Gunner fires an explosion point-blank into the ground. Looks and functions extremely similar to Samus's down tilt. Can KO at higher percentages. Good at covering the ledge. | 14%* |
Mii Swordfighter | A quick stab near the ground in a fashion similar to Marth's down tilt. Launches opponents at a 45 degree angle. Good range. | 6%* |
Mr. Game & Watch | Mr. Game & Watch flips a manhole cover from the Game and Watch game Manhole. Very noticeable end-lag. Launches opponents horizontally, and can kill at very high percentages. This move has wind properties above the manhole, allowing for vertical kills if the opponent jumps when the wind is in effect at higher percentages. The wind also deals small amounts of damage. | 6% (manhole), ~1% per wind hit |
Ness | Ness extends his leg out in front of himself. Insanely fast, but has poor range and knockback. Deals more damage the closer the enemy is to Ness. Great for building up damage. Has the chance to trip opponents, leading to a grab or other moves. | 2% when sourspotted, 4% when sweetspotted |
Olimar | Olimar or Alph dives forwards, damaging their opponent. This move covers about 6-7% of Final Destination when performed. Very little start-up or end lag. Does not require any Pikmin. Launches opponent upwards, which gives it potential to lead into follow-up aerial attacks. | 6% |
Pac-Man | Pac-Man turns into his classic form and bites diagonally downward. Produces weak horizontal knockback. Very little start-up lag, but a slight amount of end-lag. When used, it covers about 5% of Final Destination. Excellent for hitting opponents trying to grab the ledge. | 6% |
Palutena | Palutena spins her staff close to the ground directly in front of her. The hitboxes of this move stay out for a while, making it good for intercepting rolls and ledge grabs. A bit of both start-up and end lag are present. | 8% |
Peach | Peach slaps at the ground an an arc. A bit of start-up lag is noticeable. When an opponent is on the ground, this move is a meteor smash, but this does not apply when the opponent is in the air. Sends the opponent straight up in the air. Can hit opponents trying to grab the ledge, but is a bit weak in KO potential. | 7% |
Pikachu | Swipes his tail in front of himself in an arc. Very fast, with minimal lag. Has the chance to trip opponents. If the move does not trip, the opponent is sent almost parallel to the ground, which can be followed up with a dash attack or other moves. | 6% |
Pit | Pit leans forward a bit and slashes with his bow. This move very slightly changes animation depending on if his bow is combined or split. Very good range, but has a bit of end-lag. Good at hitting opponents trying to recover horizontally. | 6% |
R.O.B. | R.O.B. thrusts his arms diagonally downward. Extremely fast. Has the ability to combo into itself at low percentages. Has a chance to trip the opponent, leading to a grab or dash attack, among other options. | 5% |
Robin | Swipes their sword in an arc in front of themselves near the ground. Very similar to Pit's down tilt visually, but has far less range and slightly less end lag. This move cannot use the Levin Sword. Sends opponents at a horizontal angle. | 6% |
Rosalina & Luma | Rosalina spins on an axis while delivering a kick, as Luma does a headbutt diagonally downwards. Both Rosalina and Luma's hit sends the opponent at a 45 degree angle. Luma's hit is excellent for covering the ledge. Can KO at very high percentages. | 4.5% (Rosalina's hit), 3.5% (Luma's hit) |
Roy | Jabs his sword briskly at the enemy's feet. Weaker than Roy's other tilts, but comes out quickly. | 11% (sweetspot), 6.5% (sourspot) |
Ryu | Tapped: Quickly kicks the opponent's feet. Can be repeated as fast as the player can press, similar to his other tap tilts. If used on a prone fighter, they will be popped back onto their feet, allowing Ryu to continue combos on them for extended periods of time. Based off Ryu's crouching light kick in Street Fighter II. Held: Does a crouching kick, similar to his crouching medium attack in the original Street Fighter II. Despite having low power, it can be immediately cancelled into a special move only if Ryu hits the opponent or his shield, allowing Ryu to pressure his opponent. Shoryuken combos well with this tilt. |
1.6% (tapped), 7% (held) |
Samus | Fires a point-blank explosion at the ground. Moderate range. Sends the opponent directly upwards. Can KO at very high percentages. Good for covering the ledge. Causes fire based damage. | 12% |
Sheik | Sheik spins along the ground, extending a foot as she does so. Has a bit of noticeable end lag. Sends opponents at an upward angle, allowing for powerful aerial follow-ups. Somewhat mediocre range. | 7% |
Shulk | Shulk slashes with the Monado at a downward angle in an arc. There is a sweetspot on the Monado itself, while the blue blade of energy it produces is the sourspot. Can KO at very late percentages. Damage and knockback change when applying a Monado Art. | When sweetspotted: 9% (No art and Jump), 7% (Speed), 6% (Shield), 12% (Buster) 4% (Smash); When sourspotted: 7% (No art and Jump), 5% (Speed) 4% (Shield) 9% (Buster) 4% (Smash) |
Sonic | Sonic performs a spinning kick near the ground. Sends opponents at a horizontal trajectory. Has a small amount of endlag. This move has a chance to trip opponents, allowing follow-ups such as a grab or dash attack. Good range. | 6% |
Toon Link | A quick sword swipe across the ground. Has negligible starting and ending lag. Sends opponents at a horizontal trajectory. Can KO at extremely high percentages. This move has a chance to trip opponents, which can lead into a dash attack or other moves. Similar to Link's down tilt, but has less range and damage in exchange for speed. | 7% |
Villager | Villager plucks a weed, damaging opponents. Has deceptive range, hurting opponents farther past the weed. The sweetspot of this move is on the weed itself, while the sour spot is farther away from Villager. A good move to follow up with after using his burying down-smash. Has good KO power, killing opponents at around 150%. | 13% when sweetspotted, 8% when sourspotted |
Wario | Wario thrusts his hand with a finger extended in front of himself diagonally downwards. Has minimal starting and ending lag, but mediocre range. Can combo into itself at lower percentages. | 4% |
Wii Fit Trainer | Assumes the Bridge pose, thrusting their knees forward to attack. Mediocre range. Has a bit of start-up and even more end-lag. This move can KO at high percentages, and with Deep Breathing, it can kill even earlier. | 12% (normal), 13% (Deep Breathing active) |
Yoshi | Swipes its tail in an arc in front of itself along the ground. A little bit of end-lag is noticeable. Due to its base knockback, this move is not great for combos. This move does more damage the closer it is to Yoshi. Moderate range. | 5% if sweetspotted, 4% if sourspotted |
Zelda | Zelda kicks a leg out from under her dress along the ground. Very little knockback. A small amount of end-lag is present. Great for covering the ledge. When the opponent is at higher percentages, this move can possibly be used to get the opponent trapped into Farore's Wind, netting Zelda a KO. | 4% |
Zero Suit Samus | Spins along the ground, delivering a swift kick as she does so. This move has moderate end-lag. Pushes Samus slightly forwards with each use. Knocks opponents in a vertical trajectory, allowing for aerial follow ups, possibly netting a KO using Boost Kick. | 8% |
* This assumes the Mii is default height and weight.
Notable down tilts
In Melee
- Mr. Game and Watch's and Falco's down tilts, well known for their speed and power. Each of their down tilts sends the enemy upwards and can KO as early as 100%.
- Marth and Yoshi's down tilts, which are low trajectory "pokes", are useful for edge-guarding.
- Ness's down tilt is an infinite on certain stages against fast fallers.
- Peach, Young Link, Link, and Zelda can all meteor smash with their down tilts.
In Brawl
- Meta Knight's down tilt comes out on frame 3 and has IASA frames on frame 15; this combined with its exceptional range makes it a potent frame trap.
- Ness's down tilt is extremely fast, and can rack up damage extremely fast. It has a 100% chance of tripping if sweetspotted.
- Marth's down tilt is fast, very easy to sweetspot compared to his other attacks, and can be used to easily reach over an edge. He can potentially perform a down tilt lock that can be combined with a forward throw against most characters on a wall until high percentage.
- Peach's down tilt has a IASA frames at the end of the move that causes her to slide backwards (known as down tilt cancel glide), which is ideal for increasing range on reverse forward smash, spacing, and evasion with perfect timing.
- Ike's down tilt is a meteor smash that has the highest knockback scaling out of all of the down tilt meteor smashes.
Attacks in the Super Smash Bros. series | |
---|---|
Standard ground attacks | Neutral attack · Dash attack |
Tilt attacks | Forward tilt · Up tilt · Down tilt · Crouching attack |
Smash attacks | Forward smash · Up smash · Down smash |
Aerial attacks | Neutral aerial · Forward aerial · Back aerial · Up aerial · Down aerial · Grab aerial · Glide attack |
Throws | Grab · Pummel · Forward throw · Back throw · Up throw · Down throw |
Get-up attacks | Floor attack · Edge attack |
Special moves | Neutral special move · Side special move · Up special move · Down special move · Command-input move · Final Smash |