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[[File:Skyworld3.jpg|thumb|DK's meteor smash.]][[File:Mario Meteor Smash.jpg|thumb|Mario's meteor smash]][[File:Wolfflash.jpg|thumb|Wolf meteor smashing Falco with [[Wolf Flash]] in ''Brawl''.]]
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{{redirect|Meteor|the SoCal smasher|Smasher:Meteor}}
[[File:Donkey Kong Forward Aerial Meteor Smash Brawl.jpg|thumb|Donkey Kong's [[forward aerial]] meteor smash 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 {{b|sweetspot|hitbox}}ting.


A '''meteor smash''' is a type of attack in the Super Smash Bros. Series. A meteor smash is an attack or hitbox with a downward knockback angle. In ''Melee'', the opponent can cancel the meteor smash by jumping or using an upwards [[triple jump|"third jump" attack]] immediately after being struck. If the meteor smashed person is holding up and/or a jump button when struck by the meteor smash and the control stick and/or jump button goes back to their neutral position, that will allow them to meteor cancel too. When meteor canceling in ''Melee'', the character will glow white, have sparkling effects, and make a wind-cutting sound. If a meteor smash connects with a grounded opponent instead, it sends them straight up with less [[knockback]] than usual.
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.


Meteor cancels become more difficult to perform at higher [[damage]] percentages because the character flies downwards at a higher speed as their damage level increases. It's possible to meteor cancel at any time while still in the air during the character's tumbling animation, but it's advisable to do it as soon as possible.
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]]'', meteor cancels can still be performed, but can no longer be performed immediately after being hit. It's only possible to meteor cancel after falling about half of the original distance, and smashing jump buttons won't work, because after pressing the jump button, there is a period of time in which the character cannot meteor cancel, similar to [[tech]]s. [[midair jump|Double jumps]], triple jumps, and [[tether recovery|tether recoveries]] can be used to meteor cancel, but there are exceptions, such as Pit whose [[up special move]]s and jumps cannot be used to meteor cancel. Also in ''Brawl'', some meteors send the opponents in a slight diagonal downwards trajectory instead of straight down, similar to the spikes in ''Melee'' (their trajectories aren't as diagonal as the spike's trajectories were). Such meteors with this trajectory include the former spikes (excluding the [[nipple spike]]) and Mario's [[forward aerial]]. When these meteors connect with grounded opponents, the trajectories have a slight deviation to the left or right instead of straight up.
In ''[[Super Smash Bros. 4]]'', characters that are meteor smashed onto a [[floor]] will bounce back up even from a midair hit. 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 [[hitlag]], such as {{SSB4|Ganondorf}}'s down aerial). 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.


One important trait of meteor smashes is that they are less powerful on grounded opponents - a grounded opponent will take 20% less knockback, with more [[hitstun]] than usual, and in fact won't take any if it's below a certain amount (though they will still [[flinch]], and possibly [[trip]]). This applies to all meteor smash hitboxes on grounded opponents. This is the reason why even though many meteors are among the strongest aerials and tilts in the game, few of them are reliable KO attacks in non-edgeguarding situations (Ganondorf's [[down aerial]] is the primary exception to this, being the only meteor capable of KOing grounded opponents under 100% in ''Melee'' and ''Brawl''). However, while meteor smashes are often poor at KOing grounded opponents, they are often useful for starting combos on them, due to the ideal vertial trajectory they produce, the decreased knockback, and increased hitstun. Interestingly, some meteor smashes, such as the [[special move|special]] meteors and Charizard's down aerial, produce a different hitbox on grounded opponents. And strangely, some meteor smashes can only be landed on grounded opponents, such as Samus' up tilt, and the first hit of Snake's forward tilt. These attacks produce a different hitbox on airborne opponents that do not meteor smash.
In ''[[Super Smash Bros. Ultimate]]'', meteor smashes done on grounded-standing characters can no longer be teched. In addition, if a character is meteor smashed with their total launch speed being 3 units per frame (half the speed of when [[tech]]ing becomes impossible) or higher 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 (this is known as DamageFlyMeteor in the game's files).


Any character in ''Melee'' and most in ''Brawl'' can meteor cancel with their second jump. Meteor smashing is useful against characters without effective triple jumps (i.e. [[Ike]], [[Yoshi]]) who have limited use for an up special meteor cancel. (Although in Yoshi's case, one needs to make sure he still doesn't have his second jump, otherwise he could easily recover at lower %s.) Meteor canceling does not exist in the original Super Smash Bros.
==General characteristics==
[[File:MeteorSmashRange.png|thumb|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.]]


A technique in ''Melee'' and ''Brawl'' called [[stage spike]] is done by hitting the opponent into [[stage]]s causing them to recoil off the stage often in a downwards trajectory, similar to a meteor smash, except since the game doesn't register them as meteor smashes, they cannot be meteor cancelled.
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 long as they deal enough knockback to put the opponent into [[tumble]]), reducing the knockback received by 20%{{GameIcon|SSBM}}{{GameIcon|SSB4}}/15%{{GameIcon|SSBB}}/5%{{GameIcon|SSBU}} and thus making such attacks weaker and less reliable KO moves on grounded targets. If the intended knockback does not put the opponent into tumble due to the knockback being too low, it will not even deliver any vertical knockback at all, and instead merely cause hitstun and perhaps [[trip]]ping starting from ''Brawl''. As a result, only the strongest meteor smashes (such as Ganondorf's down aerial) are viable KO moves in on-stage situations.


A meteor smash is not to be confused with a [[spike]], a attack that sends opponents downwards (often diagonally) but isn't registered by the game as a meteor smash, thus being incapable of being meteor canceled. Since no spikes in the definition of the term are known to exist in ''Brawl'' and ''Super Smash Bros.'', "meteor smash" and "spike" are often used interchangeably when referring to meteor smashes.
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 essentially completely unviable KO moves if the opponent lands on the ground. In addition to this, the opponent able to [[tech]] in this situation with solid timing, which will completely guarantee the victim's survival. 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). This means that strong enough meteor smashes can now be viable KO moves against aerial opponents, although teching can still be utilised to survive, at least in ''Smash 4''.


There is a bonus in ''Melee'' for recovering from a meteor smash (with or without meteor canceling) called ''Meteor Survivor''.
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. Meteor smashes on airborne foes however, depending on positioning and damage ranges, can also set-up tech chases or getup punishes.


==List of meteor smashes==
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 [[Self-Destruct]] in most cases.
Not all characters have availability to a meteor smash. The characters that can meteor smash and their respective meteor smashes are listed and described here. [[Moltres]] and the streams of a [[Super Scope]] also have meteor smash properties. [[Spike]]s and [[semi-spike]]s are not listed here. An interesting property of meteor smashes in ''Melee'' is that if the opponent hits the far lateral sides of the hitbox, then the opponent gets sent diagonally downwards (although a spike's trajectory is more diagonal), but the attack can still be canceled. This property can be easily seen in down aerials like Ness' and Samus' and forward aerials like Mario's and Yoshi's.


===In ''Super Smash Bros.''===
In ''Melee'' specifically, meteor smashes are a notable way to dealing with [[crouch cancel]]ing, mainly because crouch canceling is less effective against meteor smashes than moves with horizontal or vertical launch angles. The reason for this is that when a move with an upwards launch angle connects against a crouching opponent and it does not deal enough knockback to put them into tumble, it will lift them off the ground and then immediately put them in their landing animation once hitlag ends. This essentially results in the opponent suffering from a minimal amount of lag after getting hit as they suffer from no hitstun and the only lag they get is the landing lag from landing (which is only 4 frames in most cases), causing crouch canceled moves to usually have a much weaker effect than they otherwise should have on a crouching opponent. As meteor smashes do not lift the opponent off the ground however, the opponent is put into their full hitstun animation. The opponent still suffers from 0.67x the amount of hitlag and knockback compared to if they were not crouch canceling but this still results in the crouching opponent going through a lot more lag than they would against an upwards launching move with an identical amount of knockback. This allows aerial meteor smashes in particular to still be viable combo tools against crouch cancelling opponents as the reduced knockback may not be enough to prevent a combo, which is never the case with upwards launching moves.
==In ''[[Super Smash Bros.]]''==
As noted above, there is no meteor canceling in the original, so some prefer the term [[spike]] for these set of moves, though they are officially called Meteor Smashes.


With the exception of [[Pikachu (SSB)|Pikachu]] and [[Link (SSB)|Link]], all characters have a meteor smash: their down aerial. These meteor smashes have different power levels, and can vary between being drills (in [[Fox (SSB)|Fox's]], [[Mario (SSB)|Mario's]], [[Luigi (SSB)|Luigi's]], [[Yoshi (SSB)|Yoshi's]], [[Jigglypuff (SSB)|Jigglypuff]], and [[Kirby (SSB)|Kirby's]] cases) and single hit attacks (in the case of [[Captain Falcon (SSB)|Captain Falcon]], [[Donkey Kong (SSB)|DK]], [[Ness (SSB)|Ness]], and [[Samus (SSB)|Samus]]). 4 characters have spikes outside of the dair; these are Mario ([[Mario Tornado]]), Yoshi (fair), Donkey Kong (fair), and Kirby ([[Final Cutter]]). Meteor smashes as a whole are much faster than their counterparts in ''Melee'' and ''Brawl'', even considering the increased speed of the game.
==Meteor canceling==
===In ''Super Smash Bros. Melee''===
'''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 for most characters, though some characters have their own windows. Additionally in ''Brawl'', meteor canceling can only be performed if the meteor smash puts the opponent into [[tumble]] (in ''Melee'', it can be performed regardless of the knockback animation the opponent is put in).


====[[Captain Falcon (SSBM)|Captain Falcon]]====
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.  
*Down aerial - A rather effective stomp with a decent hitbox size, decent start-up and low ending lag, and high power (fourth strongest meteor in ''Melee''). It is often used because Captain Falcon can jump off the stage, hit with it, and recover with ease due to its low ending lag. If Captain Falcon hits with its upper hitbox (the nipples), it acts as a spike and is called the [[nipple spike]]. Is arguably the second best meteor smash in ''Melee'', only second to Ganondorf's down aerial.
*[[Raptor Boost]] (aerial) - Captain Falcon rushes forward with a downwards vertical swing that weakly meteor smashes airborne opponents. This is a very risky attack because the attack is often done off-stage and once used renders him helpless. Conversely, Ganondorf's aerial [[Gerudo Dragon]] does not produce a meteor smash hitbox.


====[[Donkey Kong (SSBM)|Donkey Kong]]====
Though, oftentimes an up special input is also a jump input with the 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. While the player generally needs perfect timing to meteor cancel as soon as possible in ''Melee'', one exception to this is with Kirby and Jigglypuff. If Kirby or Jigglypuff has used at least one of their mid-air jumps, they can easily meteor cancel perfectly by holding the jump button after getting hit by a meteor smash. By doing this, they will [[buffer]] a jump as soon as the meteor cancel window begins (as long as they are holding the jump button when the meteor cancel window begins).
*Down aerial - A standard stomp attack with Donkey Kong. It has below average start-up with moderate to high ending lag, but has a large hitbox with above average power. It should ideally be used against characters recovering from above, due to Donkey Kong's poor vertical recovery.
*Forward aerial - This is a low-accuracy meteor which hits only if the opponent is touched by Donkey Kong's hands at the end of the move. The attack has very slow start-up lag, with very high ending lag. It is the most difficult of all his three meteor smashes to perform, and is arguably impractical, as the down aerial always meteor smashes, is stronger, is faster, and is generally much easier to perform successfully.
*[[Headbutt]] - Normally, this move [[Buried|buries]] opponents. But on aerial enemies, it works as a weak meteor smash. This tactic is useful for safe edge guarding as Donkey Kong can meteor smash a recovering opponent while keeping himself on the floor. However, the meteor's low power makes it easy for the opponent to recover from it.


====[[Falco (SSBM)|Falco]]====
In ''Brawl'', the penalty is still present although the penalty no longer applies during the buffer window for the jump/up special. This means that the player can input a jump or up special up to 10 frames before they can meteor cancel and they will perform the jump/up special as soon as the meteor cancel window begins. Additionally, [[tap jump]] completely ignores the penalty in ''Brawl'', so the player can perform a tap jump during the penalty period and they can still meteor cancel with a jump. Likewise, if the player inputs a regular jump during the penalty period, they can bypass the penalty with tap jump.
*[[Falco Phantasm]] - If the opponent is airborne while struck with this move, they will be meteor smashed weakly. It is relatively easy to meteor cancel, but can surprise a non suspecting opponent. Conversely, Fox's [[Fox Illusion]] is not a meteor smash.
*Down throw - If Falco throws his opponent down near an edge which can't be passed through while facing away from the edge, the opponent will fall downwards at very high speeds.


====[[Fox (SSBM)|Fox]]====
Meteor canceling only exists in ''Melee'' and ''Brawl'', making meteor smashes in other games functionally equivalent to [[spike]]s (although in ''Smash 4'', grounded opponents can tech meteor smashes but not spikes). However, games after ''Brawl'' check the same angle range to play a unique sound effect for meteor smashes.
*Down throw - A weaker version of Falco's down throw. When Fox throws his opponent down at an edge which can't be passed through while facing away from the edge, the opponent will drop at a quick, considerable speed.  


====[[Ganondorf (SSBM)|Ganondorf]]====
====Characters with unusual meteor cancel windows in ''Brawl''====
*Down aerial - Very similar to Captain Falcon's down aerial, which is a very powerful stomp, except slightly slower. The three hitboxes cover nearly all of Ganondorf's body, so it is technically possible to meteor smash someone while hitting them with  Ganondorf's head. This is by far the strongest meteor smash in the game, being the only meteor smash that can reliably KO grounded opponents under 100%. It is also the most powerful aerial attack in the game when it hits an airborne opponent (even if the opponent is grounded,a few aerials hit harder, such as Bowser's up aerial). Factoring this with the fact it is easy to land and recover from due to its low ending lag, it is usually considered the best meteor smash in ''Melee''.
In ''Brawl'', while most characters can meteor cancel after 25 frames, there are a handful of characters who have different timings on their meteor cancel window:
*{{SSBB|Charizard}}: 30 frames
*{{SSBB|Ivysaur}}, {{SSBB|Olimar}} and {{SSBB|Zero Suit Samus}}: 15 frames
*{{SSBB|Meta Knight}} and {{SSBB|Pit}}: 32 frames
*{{SSBB|Wolf}}: 60 frames
*{{SSBB|Yoshi}}: 20 frames
*[[Fighting Alloy]]s: 60 frames


====[[Ice Climbers (SSBM)|Ice Climbers]]====
There is overall a pattern for the characters with different meteor cancel windows. Characters who possess tether up specials have a shorter meteor cancel window while characters with multiple jumps and a glide have longer meteor cancel windows. Yoshi also has a shorter meteor cancel window, likely to compensate for his up special, which grants a rather low amount of height. The one outlier to these patterns however is Wolf, who has an extremely long meteor cancel window compared to the rest of the cast, which was likely an oversight caused by his late and rushed addition into the game.
*Forward aerial - The Ice Climbers swing their hammers in an arc downwards, and meteor smash the opponent if landed properly. This move has some start-up and ending lag with relatively poor reach and average power. The swing from both Climbers can meteor smash.


====[[Jigglypuff (SSBM)|Jigglypuff]]====
==Similar techniques==
*Down aerial - Jigglypuff's hitboxes of this move have meteor smash properties, but they only work on grounded opponents. However, if the move is landed on an aerial opponent, the meteor smash sends him or her sideways.
A meteor smash is not to be confused with a [[spike]]; while spikes also have downwards knockback angles, they are diagonal enough to not be recognized by the game as a meteor smash, and thus cannot be meteor canceled. Despite this, many smashers use the term "spike" to refer to meteor smashes, with the term "true spike" referring to spikes. Meteor smashes are also not to be confused with a [[stage spike]], where attacks with standard knockback angles can cause opponents to bounce off the underside of a stage and fly downwards, unable to meteor cancel.


====[[Kirby (SSBM)|Kirby]]====
==Lists of meteor smashes==
*Down aerial - Kirby's drill has meteor smash properties. While the meteor smash is very weak, Kirby can "drag" the opponent down, increasing its effectiveness, and easily recover due to Kirby's great vertical recovery.
Not all characters have access to a meteor smash (e.g. [[Pikachu]] in the first three games). The characters that can meteor smash and their respective meteor smashes are listed and described here. Some items, such as [[Moltres]] and the streams of a [[Super Scope]], as well as the attacks of some bosses, also have meteor smash hitboxes, and are also listed here. [[Spike]]s and [[semi-spike]]s, due to their differing properties, are not listed here. This list does not include [[unconventional meteor smash]]es.
*[[Final Cutter]] - This is a relatively weak meteor smash but can be used against characters which recover with some extra height to throw them down.


====[[Link (SSBM)|Link]]====
{{main|List of meteor smashes (SSB)}}
*Down tilt - One of the few tilt meteors. Link swipes the ground in front of him, meteor smashing airborne opponents if landed properly. A somewhat risky edgeguarding technique, as if it is not landed properly, it will hit the opponent upwards, aiding their recovery. It is generally ideal for Link to use this on an enemy that is recovering from below. Unlike Young Link, Link can not use the outermost hitbox to meteor smash, making the move difficult to land.
{{main|List of meteor smashes (SSBM)}}
{{main|List of meteor smashes (SSBB)}}
{{main|List of meteor smashes (SSB4)}}
{{main|List of meteor smashes (SSBU)}}


====[[Luigi (SSBM)|Luigi]]====
==Gallery==
*Down aerial - This attack has two [[hitbox]]es. Luigi quickly spins once in the air and those he hits with the upper hitbox (located at his waist) are meteor smashed with strong knockback. If the wrong part of the attack hits, like the lower hitbox located at his legs, it results in considerable horizontal knockback, making it a great edgeguarding attack nonetheless. This move can be used on both sides of him, but his backside is generally easier to land the meteor smash hitbox with because of the angle at which he spins.
<gallery>
*Taunt - Luigi kicks his foot into the ground. If you hit an opponent hanging on an edge, it will hit them with a meteor smash. It has weak set-knockback. This move is difficult to land due to the small hitbox and is generally ineffective because opponents can easily cancel it.
Wolfflash.jpg|Wolf meteor smashing Falco with [[Wolf Flash]] in ''Brawl''.
LinkDtiltMeteor.jpg|Link's down tilt, one of the few meteor smashes that can only be done on the ground.
Mario Fair Meteor Smashes Kirby SSB4.jpg|Mario's meteor smash in ''Smash 3DS''.
Cloudhazardspike.jpeg|Cloud meteor smashing Mario with [[Climhazzard]] in ''Smash Wii U''.
Stall-then-fall Ultimate Meteor Smash.gif|{{SSBU|Mr. Game & Watch}}'s down aerial being used as a meteor smash.
</gallery>


====[[Mario (SSBM)|Mario]]====
==Trivia==
*Forward aerial - Mario makes a large swinging motion with his fist, meteor smashing anyone he hits. This attack has very slow start-up lag and very high ending lag, making it a risky and difficult meteor smash to land. On the plus side, it will always meteor smash the opponent when landed. But being very weak, slow, and difficult to land, it can be considered one of the worst aerial meteors in ''Melee''.
*Excluding custom special moves in ''Smash 4'', [[Mii Brawler]] has the most meteor smashes in the franchise, with a total of 5.


====[[Marth (SSBM)|Marth]]====
==See also==
*[[Dancing Blade]] - On the third hit of his Dancing Blade attack, if the "down" attack is chosen, Marth will spin and swing his sword into the ground. The movement produces a meteor smash hitbox. Its knockback and speed are average. It is very effective over a ledge; however, timing is very important to successfully meteor smash a recovering opponent. The tip of the sword does not meteor smash though.
*[[Spike]] an attack that sends the opponent downwards yet cannot be canceled.
*Down aerial - If Marth hits with the tip of the sword, the opponent will be meteor smashed downwards at blazing speed. In the [[PAL]] version, the down aerial strikes the opponent downwards in the same way as in the [[NTSC]] version, although in the PAL version it can be meteor cancelled, making it a meteor smash. However, in the NTSC version of the game this attack isn't registered as a meteor smash and thus can't be meteor cancelled, making it a spike. If Marth does not hit with the tip of his sword, Marth will jump a little bit, and the opponent will be hit horizontally weakly.
*[[Semi-spike]] an attack that hits the opponent at a very low horizontal angle, minimizing recovery opportunities.
 
*[[Footstool jump]] a technique from ''Brawl'' onward which makes a character jump on their opponent's head. If done on an aerial opponent, it causes them to fall downward.
====[[Mewtwo (SSBM)|Mewtwo]]====
*Down aerial - Mewtwo flips and stomps downwards. A weak to moderately powerful meteor smash, it has three hitboxes with sightly varying degrees of power. The meteor smash has slow start-up lag, and the overall size of the hitboxes are small, making it a difficult meteor smash to land. However, it will always meteor smash when landed, and has low risk, due to Mewtwo's great vertical recovery.
 
====[[Mr. Game & Watch (SSBM)|Mr. Game & Watch]]====
*Down aerial - Mr. Game & Watch pulls out a key and thrusts it below him. The first few frames of this attack strike the opponent downwards.
 
====[[Ness (SSBM)|Ness]]====
*Down aerial - Ness' stomp has quite a bit of start-up lag. It has high knockback at 0%, but it also has very low knockback scaling, being unable to KO grounded opponents at even 200%, and is relatively easy to meteor cancel.
 
====[[Peach (SSBM)|Peach]]====
*Down tilt - One of the few tilt meteors in the game. Peach swipes at the ground in front of her. Any airborne player hit with her forearm will be meteor smashed. If the hand connects instead of the arm, the opponents will be sent upwards. This meteor smash is moderately difficult to land on aerial opponents because of its small hitbox and can only be used effectively over a ledge to KO.
 
====[[Roy (SSBM)|Roy]]====
*Down aerial - This attack is similar to Marth's down aerial, but Roy's down aerial is much weaker, has more ending lag, and is generally harder to pull off. Hitting with Roy's wrist just above the hilt of the sword will meteor smash. Like Young Link's down aerial, the opponent has to be above Roy for the move to meteor smash. It is perhaps the worst meteor in ''Melee'' as it is extremely weak and difficult to land, and Roy will usually self-destruct when used over the ledge due to its very high ending lag and Roy's fast falling speed. It is less risky to use at hitting opponents recovering from above so that Roy can also recover.
*[[Double-Edge Dance]] - It is similar to Marth's special attack, but the third attack must be upwards instead.
 
====[[Samus (SSBM)|Samus]]====
*Down aerial - Samus' standard meteor smash where she swipes her arm cannon downwards in an arc. It has a wide hitbox and is the fifth most powerful meteor smash in ''Melee''. A commonly used attack due to its strong power, ease of landing, and low risk.
*Up tilt - It contains two hitboxes and is a very difficult meteor smash to perform, and it only works on grounded opponents, but it is a meteor smash (evident by the fact that the player gets the meteor smash bonus for KOing opponents with it).
 
====[[Yoshi (SSBM)|Yoshi]]====
*Down aerial - Yoshi's classic scuttle-kick. Each of his kicks is a meteor smash, although they are considerably weak.
*Forward aerial - This attack is similar to Mario's forward aerial, but instead Yoshi uses his head to slam the opponent downward. However, it is much stronger and faster than Mario's, and is not quite as risky. It is the third strongest meteor smash in ''Melee'' and is generally one of the most effective.
 
====[[Young Link (SSBM)|Young Link]]====
*Down aerial - Young Link thrusts and holds his sword under him for a while. If the player hits the opponent with the hilt of the sword, they will be dealt fire damage and meteor smashed powerfully (sometimes referred to as the "dragon down aerial"). While this is the second strongest meteor smash in ''Melee'', it is generally impractical due to the extreme difficulty of landing it, the fact that it will hit opponents upwards instead if the meteor smash hitbox does not land, and its high duration makes it very risky to use for edgeguarding.
*Down tilt - Young Link sweeps his sword on the ground in front of him. It is similar to Link's down tilt though surprisingly more powerful and easier to land. It is ideal to use this attack on an enemy which is recovering from below. It is considered better than Link's down tilt meteor smash, considering the fact that, unlike Link's down tilt, it can meteor smash with the tip of the sword.
 
====[[Zelda (SSBM)|Zelda]]====
*Down aerial - An extremely weak meteor smash which Zelda performs by extending her leg downwards. While it is relatively fast, it is by far the weakest single hit meteor smash in ''Melee''.
*Down tilt - Zelda performs this attack by sweeping her leg. Another down tilt that can meteor smash opponents. This attack has extremely poor reach and power. Most effective when the opponent is hanging off a ledge.
 
===In ''Super Smash Bros. Brawl''===
It should be noted that, with the addition of the [[footstool jump]], all characters can perform a meteor smash in ''Brawl''. Characters who have an attack with a meteor smash hitbox are listed here, along with each attack. Only a few characters lack a meteor smash outside of Footstool Jumping. The thrown [[Pitfall]], a falling [[Warp Star]], [[Moltres]]' body, [[Metagross]], [[Lakitu]]'s [[Spiny]]s, [[Deoxys]] (when it is ascending), [[Ho-Oh]]'s Sacred Fire and [[Waluigi]]'s stomp also have this effect. Semi-spikes are not included in this list. No spikes are currently known in ''Brawl'', so all meteors can be cancelled. However, meteor cancelling is not possible when meteor smashed while swimming. Also, meteor smashes can cause [[tripping]] on grounded opponents if their damage was too low to produce knockback.
 
====[[Bowser (SSBB)|Bowser]]====
*Down tilt as [[Giga Bowser (Final Smash)|Giga Bowser]] - Sweeps twice with his claws along the ground. Only the first hit meteor smashes, however the first hit isn't dragged to the second hit.
*Down aerial - Only if the final hit is sweetspotted. One of the most impractical meteors in the game as it is extremely weak and difficult to land, along with having high ending lag. Bowser is generally better off using his other, much better and safer edgeguard options.
 
====[[Captain Falcon (SSBB)|Captain Falcon]]====
*Down aerial - Captain Falcon's classic stomp, but will only meteor smash if the opponent is directly underneath him with good power. If they are to the side, they will be knocked upwards at an angle, which means that the nipple spike has been removed from this. It is weaker than it was in ''Melee'', with a smaller hitbox, which makes it more difficult to land and generally less effective.
*[[Raptor Boost]] - If used in the air, Captain Falcon will leapfrog over the opponent, thrusting them downwards and himself to safety. This is generally not a safe maneuver, unless when used as a recovery. The meteor smash has high base knockback, but its low knockback scaling allows opponents to recover from it at even high percentages. Regardless, it is an effective counter-edgeguard option against careless edgeguarders.
 
====[[Diddy Kong (SSBB)|Diddy Kong]]====
*Dash attack - Parts of the attack hit the opponent downwards.
*Down aerial - Diddy Kong thrusts both fists under him, meteor smashing the opponent. It is a fast meteor with slightly below average power and a small hitbox. It is similar to Wolf's down aerial but stronger and more difficult to land.
*[[Monkey Flip]] - When he catches the opponent and jumps, the opponent is meteor smashed weakly.
*[[Rocketbarrel Boost]] - If an opponent is hit with this while directly under the barrels, he or she is meteor smashed very weakly.
 
====[[Donkey Kong (SSBB)|Donkey Kong]]====
*Down aerial - Donkey Kong stomps beneath him while making a tough guy pose, meteor smashing any opponent powerfully. It has a large hitbox and will always meteor smash but has slow start-up and risky ending lag. Regardless, it is considered the best and most reliable of his three meteor smashes.
*Forward aerial - Donkey Kong swings his fists together in an arc. It hits between frames 25 and 28, with frames 27 and 28 being a meteor smash. It is slightly weaker than his down aerial but is still powerful. While it has good horizontal reach, it still has very slow start-up and ending lag, but ''Brawl's'' physics make it a less risky meteor to attempt than it was in ''Melee''. If the non-meteor smash hitbox is landed, it instead hits the opponent horizontally with powerful knockback.
*[[Headbutt]] - If this hits an aerial opponent and makes contact when the head is near the bottom, rather than embedding him or her in the ground, it launches him or her downwards weakly but still has usefulness (like pivot spiking or using it in the edge).
 
====[[Falco (SSBB)|Falco]]====
*Down aerial - First few frames meteor smashes with average power. Start-up lag wise, it is the second fastest meteor in the game (only Marth's down aerial is faster). This is generally the best meteor smash in ''Brawl'' in short-hop edgeguarding situations and is by far the best meteor at meteor smashing opponents recovering from above (this is mostly due to Falco's incredible jumping abilities). Like the other meteors that were spikes in ''Melee'', this sends opponents at a slight diagonal angle instead of straight down.
*[[Falco Phantasm]] - When used while Falco is airborne, it meteor smashes airborne opponents it connects with. However, unless used as a recovery, this is generally a dangerous maneuver that will likely result in a self destruct, and it is very weak as well, generally only succeeding at successfully meteor smashing an opponent when they're caught offguard or have a poor vertical recovery.
 
====[[Fox (SSBB)|Fox]]====
*Down aerial - An extremely weak drill meteor smash. Like the other meteors that were spikes in ''Melee'', this sends opponents at a slight diagonal angle instead of straight down, but this is hardly noticeable due to its extremely weak knockback. However, it does have fast start-up lag, and can "drag" opponents down, but due to its long duration and Fox's fast falling speed, this attack is risky to use for edgeguarding.
 
====[[Ganondorf (SSBB)|Ganondorf]]====
*Down aerial - Anyone caught in the stomp is electrocuted and sent flying downward if they are in the air, regardless of how it connects. It has rather low ending lag in the air, making it easy to recover from (just like it was in ''Melee''), but it has slow start-up and high landing lag. It is still the most powerful meteor smash in the game and is still the only meteor that reliably KOs grounded opponents under 100%. It is also the most powerful aerial attack in ''Brawl'' when it hits an airborne opponent (like in ''Melee'', there are very few aerials that hit grounded opponents harder, such as Link's sweetspotted down aerial). It is one of the few meteors capable of meteor smashing at 0% and is a highly effective meteor smash when meteor smashing opponents recovering from below. Ganondorf's down aerial is most notable for its extremely high knockback scaling, which is equal to Ike's uncharged forward smash.
*[[Flame Choke]] - Ganondorf lifts his opponent by the head and launches them directly into the ground. If it is used over a ledge, they are sent downwards very weakly, and will grab any ledge which can be grabbed at any percentages, as it has [[set knockback]].
*[[Wizard's Foot]] - A [[stall-then-fall]]. If used in the air, the first few frames of this move meteor smashes airborne opponents. While it is one of the most powerful meteor smashes in ''Brawl'', it is difficult to use without [[self-destruct]]ing, due to its high duration, high ending lag, and the fact it puts Ganondorf in a fastfall at the end of the move. Mostly inferior to the down aerial meteor as it is weaker, generally more difficult to land, and much more difficult to recover from. Like the other meteors that were spikes in ''Melee'', this sends opponents at a slight diagonal angle instead of straight down. It is notable for being the strongest meteor smash in ''Brawl'' with a diagonal trajectory.
*[[Beast Ganon]] ([[Final Smash]]) - If Ganondorf stuns his opponent, but does not hit them, they will fall straight down. Usually only performable if the opponent is on the ledge.
 
====[[Ice Climbers (SSBB)|Ice Climbers]]====
*Forward aerial - Ice Climbers swing their hammers in an arc. While it is a decently powerful meteor smash, only the CPU partner's hit can meteor smash. Therefore, the forward aerial is unable to meteor smash as a solo climber.
 
====[[Ike (SSBB)|Ike]]====
''Has the most meteor smashes in Brawl''
*Down tilt - Ike crouches and sweeps his blade forward along the ground. It is a very strong meteor smash with good reach, yet it has slow start-up and ending lag. It is by far the strongest tilt meteor smash with very high base knockback and high knockback scaling, and it is overall one of the strongest meteor smashes in ''Brawl''. If it hits the opponent with the handle, it sends him or her horizontally instead but with the same power as the meteor hitbox, making it still deadly to recovering opponents.
*Down aerial - Ike thrusts his blade below him. The entirety of the blade meteor smashes very powerfully anyone who is hit at the initial thrust with huge power. It also has a long, disjointed hitbox. It is generally the second strongest meteor smash in ''Brawl'', being even capable of star KOing grounded opponents well under 150% as it has high base knockback and very high knockback scaling.
*[[Aether]] - Meteor smashes airborne opponents with the downwards slash, similar to Kirby's Final Cutter. Unlike Final Cutter, it does not have set knockback, but its knockback scaling is extremely low, making it an ineffective meteor smash at even high percentages if the opponent is not near the lower blast line.
*[[Eruption]] - This move meteor smashes if the opponent is underneath Ike and gets hit only by the tip without the fire effect. However, the meteor smash hitbox can only be landed on grounded opponents as airborne opponents are hit by the usual hitbox.
*[[Great Aether]] - When Ike slams his opponent to the ground at the end of the smash, the game recognizes it as a meteor smash. However, it is impossible to actually meteor smash opponents with this without hacking.
 
====[[Jigglypuff (SSBB)|Jigglypuff]]====
*Down aerial - First few frames have spiking hitboxes. However, these are always cancelled by the rest of the attack.
====[[King Dedede (SSBB)|King Dedede]]====
*[[Super Dedede Jump]] - Meteor smashes airborne opponents when falling down. It can be dangerous to use unless using it while recovering. It is a very powerful meteor however, that can easily KO a careless edgeguarder if it lands.
*Down aerial - The first hit is an extremely weak meteor smash that is usually cancelled by the following hits of the down aerial that do not meteor smash. As such, it is generally impractical to use as a meteor smash.
 
====[[Kirby (SSBB)|Kirby]]====
*Down aerial - A very weak drill meteor smash. Kirby can fastfall while using this move to "drag" the opponent down with him, increasing the meteor smash's effectiveness. It can be considered best drill meteor as Kirby can perform multiple meteor smashes on a recovering opponent and still recover safely, or perform a footstool jump after landing the meteor which usually results in a KO.
*[[Final Cutter]] - This move meteor smashes airborne opponents with the downwards slash. Mostly it combos someone into the shock wave, but it can be used on the edge to meteor smash. However, it is a weak meteor smash with set knockback, making it generally ineffective unless the opponent is near the bottom blast line. Still, it can be used multiple times near the edge to edgeguard an opponent.
 
====[[Link (SSBB)|Link]]====
*Down tilt - Link sweeps his sword along the ground, meteor smashing when sweetspotted. It has very high base knockback, enough to possibly KO at 0%, along with sending the opponent on a slight diagonal trajectory. However, it has very low knockback scaling and is extremely difficult to land due to its small sweetspot near the hilt of the sword.
 
====[[Lucario (SSBB)|Lucario]]====
*[[Aura Storm]] - If an opponent overlaps Lucario in the air, he or she will be sent down quickly. It has [[set knockback]] though the knockback is still determined by how much damage Lucario has.
 
====[[Lucas (SSBB)|Lucas]]====
*Back aerial - Lucas sweeps a downwards arc behind him with his legs, accompanied by PSI Hexagons to increase range. The hexagons are the sweetspot and send the opponents flying away, but only the tip of his foot will meteor smash. The meteor smash has below average power even when sweetspotted, and it is very difficult to land. The angle at which the opponent is sent downwards (possible deviation of about 20 degrees to either side) is also hard to predict, and this may cause the opponent to get smashed down onto the stage if the meteor smash is performed near the edge.
*Down aerial - Lucas stomps downwards four times with four PSI Hexagons. The first three hits have little vertical knockback while the fourth hit will meteor smash very weakly.
 
====[[Luigi (SSBB)|Luigi]]====
*Down tilt - Opponent must be directly under Luigi in order to be meteor smashed; the primary part of the attack (Luigi's foot) only meteor smashes on grounded opponents. It has less than average knockback.
*Down aerial - Meteor smashes when Luigi's body hits as opposed to his legs. It is a meteor smash with below average power and is generally difficult to land. It does have fast start-up lag however, and its low ending lag make it generally unrisky. While it is weaker than it was in ''Melee'', it is easier to land the meteor smash hitbox. Not landing the meteor smash hitbox still sends the opponent on a horizontal trajectory, making it useful for edgeguarding even if the meteor smash hitbox is not landed.
*Down Taunt - One of the only two taunts in the game that has a damaging hitbox. Luigi kicks his foot into the ground. If it hits an opponent, it will meteor smash them with set knockback. Strongest meteor smash at 0% in ''Brawl'', due to its extremely high base knockback.
 
====[[Mario (SSBB)|Mario]]====
*Forward aerial - Mario swings his fist in an arc. Meteor smashes opponents when sweetspotted. Very weak for a single hit meteor smash and it has slow start-up and ending lag. Must be sweetspotted to meteor smash unlike in ''Melee'', but due to ''Brawl's'' physics, it is less risky. Even though this wasn't a spike in ''Melee'', it sends opponents at a slight diagonal trajectory in ''Brawl''.
 
====[[Marth (SSBB)|Marth]]====
*Down aerial - Large downwards arc of the blade. Anyone caught with the tip is sent downwards, meteor smashing with above average power. Start-up lag wise, it is the fastest meteor smash in ''Brawl'', but it is also one of the laggiest as well (has high landing and ending lag). One of the more difficult meteors to land and can result in a SD, especially if the player fastfalls. Like the other meteors that were spikes in ''Melee'', this sends opponents at a slight diagonal angle instead of straight down.
*[[Dancing Blade]] - If the third attack is down (green), the move produces a meteor smash. The tip of the sword, like in ''Melee'', does not meteor smash.


====[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]====
==References==
*Down aerial - A stall-then-fall. Stalls in the air, then falls quickly with his key extended downwards. Anyone hit in the air with the initial fall is meteor smashed with above average knockback. Is one of the safer stall-then fall aerials.
<references/>
*Down throw - Juggles opponent in the air like a ball then sends them down into the ground. If done close to the edge, the opponent is meteor smashed.


====[[Ness (SSBB)|Ness]]====
[[Category:Meteor smashes|*]]
*Down aerial - Step kick. Ness' classic stomp, with slow start-up, but a decent size hitbox and this is the 2nd strongest meteor smash at 0%. It has low knockback scaling and is incapable of KOing grounded opponents under 200%. Despite this, it is one of the deadliest meteor smashes in ''Brawl'' due to its very high base knockback, being one of the few meteors that can successfully meteor smash an opponent at 0%. As damage rises, other meteor smashes become more effective however. When sourspotted, it hits opponents with powerful horizontal knockback.
[[Category:Game mechanics]]
 
[[Category:Attacks]]
====[[Olimar (SSBB)|Olimar]]====
{{AllGames|Techniques}}
*Down aerial - Thrusts a Pikmin under him. The first few frames can meteor smash the opponent. They effect and power of the meteor smash is different depending on which Pikmin is used. White Pikmin produce a very weak meteor smash. Yellow Pikmin produce an average power meteor smash with electric damage. Blue and Purple Pikmin produce a powerful meteor smash with no special effects. The red Pikmin produces one of the strongest meteor smashes in ''Brawl'', accompanied by fire damage. Regardless of the Pikmin, Olimar's down aerial has low base knockback, but much better knockback scaling. Due to the small hitbox and even smaller sweetspot, this is a difficult meteor smash to land, despite its rather fast start-up lag.
*[[End of Day]] - If a midair opponent (opponents on the ground are submerged into the ground instead) makes contact with the Hocotate Ship when it appears, they are sent downwards very quickly.
 
====[[Peach (SSBB)|Peach]]====
*Down tilt - Sweeps hand along the ground with fairly short reach. The sweetspot is small however, making it difficult to catch opponents in the meteor smash hitbox. It does have high base knockback, but its low knockback scaling, difficulty of landing, and the fact that when sourspotted, it sends opponents on a vertical trajectory, make it generally an ineffective meteor smash.
*Down throw - The first hit is a weak meteor smash, if any bystanders is nearby.
 
====[[Pit (SSBB)|Pit]]====
*Up smash - First swipe is weak meteor smash to set up for the second and third hit, which launch upwards. This move is difficult to use unless the opponent only connects with the first hit.
*Down tilt - Sweeps his blade along the ground, meteor smashing opponents when sweetspotted. It sends opponents on a diagonal trajectory with high base knockback. However, it has low knockback scaling and is difficult to sweetspot.
 
====[[Pokémon Trainer (SSBB)|Pokémon Trainer]]====
*'''[[Ivysaur (SSBB)|Ivysaur]]'''
**Down aerial - Turns upside down and shoots a burst of powder from his bulb. Very situational due to its high ending lag and risk of getting edge-hogged. It is also difficult to land the meteor smashing hitbox. Looks like its up aerial, except upside down. Unlike its up aerial, it is a very weak aerial attack.
**Neutral aerial - Ivysaur spins in the air, producing a hitbox that meteor smashes on the bottom of its body. however, it is very weak, and difficult to meteor smash with because of the small hitbox. Interestingly, while not an effective meteor smash, it is the only neutral aerial meteor smash in the entire series.
*'''[[Charizard (SSBB)|Charizard]]'''
**Down aerial - Stomps beneath itself, and regardless of where it connects, it will meteor smash airborne opponents. It has slow start-up lag, but it produces a decently sized hitbox that meteor smashes with above average power, and is of relatively low risk due to Charizard's recovery. On grounded opponents, the down aerial produces a different, slightly stronger hitbox that does not meteor smash.
**Back aerial - Charizard sweeps its tail behind it. It consists of two hits, with the first hit being a meteor smash. However, it is extremely weak, and is meant to hit opponents into the second, much stronger hitbox that sends opponents on a horizontal trajectory.
 
====[[R.O.B. (SSBB)|R.O.B.]]====
*Down aerial - R.O.B. fires his thrusters downwards. It is a meteor smash with low base knockback and very slow start-up lag. However, it has high knockback scaling, and produces a large hitbox with a long duration. It is also has very low risk due to it giving R.O.B. a slight push upwards, and R.O.B.'s great recovery.
 
====[[Samus (SSBB)|Samus]]====
*Up tilt - Samus lifts her leg up, and slams it downwards. It has a meteor smash hitbox, however it can only be landed on grounded opponents.
*Down aerial - Samus swings her arm-cannon in a downwards sweep. The attack has fairly large [[hitbox]] and will always meteor smash, though it has slow start-up lag, and very weak base knockback. While ineffective at low percentages, it has very high knockback scaling, making it a deadly meteor smash at high percentages. Its low ending lag and Samus' floatiness also make it a very low risk meteor smash.
*[[Screw Attack]] - Some hitboxes have downwards hitboxes, but they are always canceled out by the rest of the attack.
 
====[[Snake (SSBB)|Snake]]====
*Forward aerial - Snake does an ax-heel kick, bringing his leg down from above his head to a little behind him. Anyone caught in his foot arc will get meteor smashed very powerfully. If the leg connects, it instead send the opponent upwards with slightly weaker, but still powerful vertical knockback. It is by far the strongest forward aerial meteor in ''Brawl'', with great horizontal reach. It does have slow start-up however, and its high ending lag puts Snake at risk to be edgeguarded if he failed to hit the opponent with the forward aerial.
*Forward tilt - The first hit of Snake's forward tilt is a weak meteor smash with set knockback. As such, it produces no knockback on grounded opponents and is only meant to lead the first hit into the second hit of Snake's forward tilt. It is impossible to land this meteor smash on airborne opponents as the first hit produces a different hitbox on them that sends airborne opponents on a horizontal trajectory.
 
====[[Sonic (SSBB)|Sonic]]====
*Up tilt - Part of the first kick of Sonic's up tilt can meteor smash, but like the rest of the first kick it has set knockback.
*Up smash - All hits but the first and the last of Sonic's up smash can meteor smash if the opponent is in a precise position. Actually meteor smashing an opponent this way is difficult since the opponent must DI out of the attack before the last hit connects, which is made even more difficult since the hits have reduced SDI capacity and give only 1 frame of leeway.
 
====[[Toon Link (SSBB)|Toon Link]]====
*Down aerial - A stall-then-fall. Stalls in the air, then falls quickly with sword thrust downwards. It has fast start-up, and produces a powerful meteor smash with the initial hitbox. But if Toon Link misses the opponent, he will almost always plunge to his demise due to the fast speed at which Toon Link falls and the very long duration of the attack. If the initial hitbox is not landed, the down aerial instead produces average vertical knockback.
 
====[[Wario (SSBB)|Wario]]====
*Down aerial as [[Wario-Man]] - Face his head downward and drills, falling at a very fast speed. A very strong meteor smash, covers a great distance and since he can fly, he can easily land this attack off-stage without self destructing.
*[[Wario Bike|Throwing his Bike]] - When it hits his opponents in midair, it will bounce off their head. If his opponents give up, the bike will push them downwards. If his opponents keep trying to recover, the bike will continue to rack up damage til it breaks.
*Down throw as Wario-Man - When used next to a stage ledge, it will very powerfully meteor smash anyone he has grabbed. It is easier to use if Wario-Man is facing into the middle of the stage.
 
====[[Wolf (SSBB)|Wolf]]====
*Down aerial - Thrusts his arms downwards quickly. It is a rather easy to land meteor smash with a surprisingly large hitbox and above average start-up lag for a meteor smash, but it has weak base knockback, making it ineffective at low percentages. It does have high knockback scaling however, making it effective for meteor smashing at high percentages. While it doesn't have high ending lag, Wolf's recovery can make this a risky meteor smash to edgeguard with if the stage lack huggable ledges.
*[[Wolf Flash]] - The very end of the attack in his lower hitbox produces a decently powerful meteor smash. It is difficult to land though, and can only be feasibly used without SDing to meteor smash with as a counter-edgeguard maneuver.
 
====[[Yoshi (SSBB)|Yoshi]]====
*Forward aerial - Like Mario's and Donkey Kong's forward aerials, only Yoshi swings his head in an arc. Meteor smashes at the more extended parts of his head. Much weaker than it was in ''Melee'', but still has average power with decent start-up lag and is of even lower risk. It can be used to finish off a grab-release chain.
*Down aerial - Rapidly kicks his feet under him. Most damaging drill meteor smash, with 11 hits of 3% each. It is an extremely weak meteor smash however, but being a "drill" meteor, Yoshi can "drag" the opponent down with him, increasing its effectiveness.
 
====[[Zelda (SSBB)|Zelda]]====
*Down tilt - Zelda sticks her foot out, normally popping people up. If it hits an airborne opponent and is sweetspotted, it meteor smashes them very weakly. It has very fast start-up lag, but poor reach.
*Up smash - All hits but the last can meteor smash if the opponent is in a precise position. Actually meteor smashing an opponent this way is difficult since the opponent must DI out of the attack before the last hit connects, which is made even more difficult since the hits have almost no SDI capacity and give only 1 frame of leeway.
*Down aerial - Zelda sticks her foot downwards, with rather low start-up and ending lag. If it hits on the first frame of execution, the opponent is electrocuted and shot downwards with high power, being one of the strongest meteor smashes in ''Brawl''. If the move hits after the first frame, it is an extremely weak meteor smash, with a slight diagonal trajectory. The "sweetspot" hitbox cannot be landed on grounded opponents unless they are shielding.
 
====[[Zero Suit Samus (SSBB)|Zero Suit Samus]]====
*Down aerial - A stall-then-fall aerial. A very weak meteor smash that nails down during the entire fall. Due to the fast speed at which Zero Suit Samus falls and the very long duration of the attack, she will almost self destruct, even if it hits, making this a rather impractical meteor smash to use unless one instead to perform a sacrificial KO.
*[[Flip Jump]] - Zero Suit Samus does a flip jump. If an attack button is pressed while she performs this, she sticks out her foot pointing towards the center of the arc of the jump. Anyone who hits the tip of the foot is meteor smashed very powerfully.
*[[Plasma Wire]] - This move shoots upwards, meteor smashing anyone above Zero Suit Samus down on the last hit. While the meteor smash has very low knockback scaling, its high base knockback allows it to successfully meteor smash an opponent when they're caught offguard. However, due to the fact that the opponent must be well above Zero Suit Samus for the meteor smash to land, it is only feasible to use as a meteor smash when she is being edgeguarded from above.
 
====All Characters====
*In addition, all characters can footstool jump.
 
==Meteor smash chart==
The following is a chart showcasing the post-calculation data of the meteor smashes in ''Super Smash Bros. Brawl'' (negligible meteor smashes and those that can't be landed on airborne opponents are not included the chart). The data shown is the data of the strongest hitbox within the attack that meteor smashes. Meteor smashes are ranked based on the knockback they produce on Mario at 100%.
 
Base knockback is the knockback produced at 0%, while knockback scaling is the amount of knockback increase per a percentage point.
 
=====Legend=====
* * = Meteor smash produces a diagonal downwards trajectory instead of straight down.
*(aerial) = Attack used while airborne.
 
{| class="wikitable sortable"
|-
! Rank || Character/Meteor smash || Base Knockback || Knockback at 100% || Knockback at 200% || Knockback at 300% ||Knockback Scaling
|-
|1. || Ganondorf's down aerial || '''2811''' || '''8528''' || '''14245''' || '''19962''' || '''57.17'''
|-
|2. || Ike's down aerial || '''2587''' || '''6869''' || '''11151''' || '''15433''' || '''42.82'''
|- Wizard Foot 2827 6869 10912 14955 40.43 Diagonal
|3. || Ganondorf's Wizard's Foot* || '''2827''' || '''6869''' || '''10912''' || '''14955''' || '''40.43'''
|-
|4. || Ike's down tilt || '''2910''' || '''6714''' || '''10517''' || '''14321''' || '''38.04'''
|-
|5. || Zelda down aerial || '''2725''' || '''6578''' || '''10432'''  || '''14286''' || '''38.54'''
|-
|6. || Olimar's down aerial (Red Pikmin) || '''2265''' || '''6547''' || '''10829'''  || '''15111''' || '''42.82'''
|-
|7. || Snake's forward aerial || '''2505''' || '''6547''' || '''10590''' || '''14633''' || '''40.43'''
|-
|8. || Zero Suit Samus' Flip Jump || '''2931''' || '''6256''' || '''9582''' || '''12907''' || '''33.25'''
|- DK down aerial 2393 6247 10100 13954 38.54
|9. || Donkey Kong's down aerial || '''2393''' || '''6247''' || '''10100''' || '''13954''' || '''38.54'''
|-
|10. || King Dedede's Super Dedede Jump || '''2905''' || '''6140''' || '''9374''' || '''12608''' || '''32.34'''
|-
|11. || Ness' down aerial || '''3598''' || '''5925''' || '''8253''' || '''10581''' || '''23.27'''
|-
|12. || Olimar's down aerial (Blue/Purple Pikmin) || '''2105''' || '''5908''' || '''9712''' || '''13516''' || '''38.04'''
|-
|13. || Toon Link's down aerial || '''2327''' || '''5753''' || '''9178''' || '''12604''' || '''34.26'''
|-
|14. || Donkey Kong's forward aerial || '''2070''' || '''5710''' || '''9349''' || '''12989''' || '''36.40'''
|-
|15. || Peach's down tilt || '''2811''' || '''5658''' || '''8505''' || '''11352''' || '''28.47'''
|-
|16. || R.O.B.'s down aerial* || '''2032''' || '''5597''' || '''9161''' || '''12726''' || '''35.65'''
|-
|17. || Charizard's down aerial || '''1783''' || '''5586''' || '''9390''' || '''13193''' || '''38.03'''
|-
|17. || Mr. Game & Watch's down aerial || '''1783''' || '''5586''' || '''9390''' || '''13193''' || '''38.03'''
|-
|19. || Ice Climbers' forward aerial || '''2045''' || '''5370''' || '''8696''' || '''12022''' || '''33.26'''
|-
|20. || Samus' down aerial || '''1280''' || '''5323''' || '''9366''' || '''13409''' || '''40.43'''
|-
|21. || Diddy Kong's down aerial || '''1965''' || '''5290''' || '''8615''' || '''11941''' || '''33.25'''
|-
|22. || Captain Falcon's down aerial || '''1461''' || '''5262''' || '''9068''' || '''12871''' || '''38.03'''
|-
|23. || Marth's down aerial* || '''2199''' || '''5242''' || '''8285''' || '''11328''' || '''30.43'''
|-
|24. || Olimar's down aerial (Yellow Pikmin) || '''1910''' || '''5235''' || '''8561''' || '''11886''' || '''33.25'''
|-
|25. || Link's down tilt* || '''3398''' || '''5061''' || '''6723''' || '''8386''' || '''16.63'''
|-
|26. || Falco's down aerial* || '''1388''' || '''4952''' || '''8517''' || '''12081''' || '''35.64'''
|-
|27. || Wolf's down aerial || '''1288''' || '''4926''' || '''8565''' || '''12203''' || '''36.38'''
|-
|28. || Lucas' back aerial* || '''1810''' || '''4803''' || '''7796''' || '''10788''' || '''29.93'''
|-
|29. || Wolf's Wolf Flash || '''1562''' || '''4796''' || '''8031''' || '''11265''' || '''32.34'''
|-
|30. || Yoshi's forward aerial || '''1094''' || '''4733''' || '''8371''' || '''12010''' || '''36.39'''
|-
|31. || Luigi's down [[taunt]] || '''4725''' || '''4725''' || '''4725''' || '''4725''' || '''0.00'''
|-
|32. || Luigi's down aerial || '''1580''' || '''4666''' || '''7752''' || '''10838''' || '''30.86'''
|-
|33. || Pit's down tilt* || '''3045''' || '''4588''' || '''6131''' || '''7674''' || '''15.43'''
|-
|34. || Zero Suit Samus' Plasma Wire || '''2988''' || '''4144''' || '''5300''' || '''6456''' || '''11.56'''
|-
|35. || Mario's forward aerial* || '''1444''' || '''4117''' || '''6790''' || '''9464''' || '''26.73'''
|-
|36. || Olimar's down aerial (White Pikmin) || '''1745''' || '''4113''' || '''6482''' || '''8851''' || '''23.69'''
|-
|37. || Captain Falcon's Raptor Boost (aerial) || '''2488''' || '''3938''' || '''5429''' || '''6920''' || '''14.91'''
|-
|38. || Zero Suit Samus' down aerial* || '''1727''' || '''3213''' || '''4699''' || '''6185''' || '''14.80'''
|-
|39. || Ivysaur's down aerial || '''1267''' || '''3162''' || '''5057''' || '''6952''' || '''18.95'''
|-
|40. || Donkey Kong's Headbutt || '''1419''' || '''2925''' || '''4432''' || '''5938''' || '''15.06'''
|- Kirby Final Cutter 2902 2902 2902 2902 0
|41. || Kirby's Final Cutter || '''2902''' || '''2902''' || '''2902''' || '''2902''' || '''0.00'''
|-
|42. || Ike's Aether || '''2687''' || '''2899''' || '''3110''' || '''3321''' || '''2.11'''
|-
|43. || Lucas' down aerial || '''1055''' || '''2871''' || '''4688''' || '''6504''' || '''18.16'''
|-
|44. || Diddy Kong's Rocket Barrel || '''1405''' || '''2829''' || '''4252''' || '''5676''' || '''14.24'''
|-
|45. || Falco's Falco Phantasm (aerial) || '''1637''' || '''2583''' || '''3528''' || '''4473''' || '''9.45'''
|-
|46. || Kirby's down aerial || '''1285''' || '''2284''' || '''3283''' || '''4283''' || '''9.99'''
|-
|47. || Fox's down aerial* || '''1309''' || '''1778''' || '''2248''' || '''2717''' || '''4.69'''
|-
|48. || Yoshi down aerial || '''654''' || '''1592''' || '''2531''' || '''3469''' || '''9.38'''
|}
 
==See also==
*[[Spike]] – an attack that sends the opponent downwards yet cannot be canceled.
*[[Semi-spike]] – an attack that hits the opponent at a very low angle, minimizing recovery opportunities.
*[[Footstool jump]] – a ''[[Super Smash Bros. Brawl]]'' technique in which a character can jump on their opponent's head. If done in midair, it causes a meteor smash.
[[Category:Techniques]]
[[Category:Techniques (SSBM)]]
[[Category:Techniques (SSBB)]]

Latest revision as of 22:35, November 11, 2024

"Meteor" redirects here. For the SoCal smasher, see Smasher:Meteor.
Donkey Kong's forward aerial meteor smash in Brawl.

A meteor smash (メテオスマッシュ) is a type of attack in the 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 recovering 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 sweetspotting.

Some meteor smashes are not meant for edge-guarding 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 smashes.

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 even from a midair hit. While this allows certain Final Smashes 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 hitlag, such as Ganondorf's down aerial). 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 grounded-standing characters can no longer be teched. In addition, if a character is meteor smashed with their total launch speed being 3 units per frame (half the speed of when teching becomes impossible) or higher when they reach about 25 units below the camera boundary, they will be KO'd before reaching the lower blast line.[1] This makes most meteor smash sacrificial KOs 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 (this is known as DamageFlyMeteor in the game's files).

General characteristics[edit]

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 long as they deal enough knockback to put the opponent into tumble), reducing the knockback received by 20%Super Smash Bros. MeleeSuper Smash Bros. 4/15%Super Smash Bros. Brawl/5%Super Smash Bros. Ultimate and thus making such attacks weaker and less reliable KO moves on grounded targets. If the intended knockback does not put the opponent into tumble due to the knockback being too low, it will not even deliver any vertical knockback at all, and instead merely cause hitstun and perhaps tripping starting from Brawl. As a result, only the strongest meteor smashes (such as Ganondorf's down aerial) are viable KO moves in on-stage situations.

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 essentially completely unviable KO moves if the opponent lands on the ground. In addition to this, the opponent able to tech in this situation with solid timing, which will completely guarantee the victim's survival. 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 Smashes). This means that strong enough meteor smashes can now be viable KO moves against aerial opponents, although teching can still be utilised to survive, at least in Smash 4.

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. Meteor smashes on airborne foes however, depending on positioning and damage ranges, can also set-up tech chases or getup punishes.

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 make the user shoot downward, leading to a certain Self-Destruct in most cases.

In Melee specifically, meteor smashes are a notable way to dealing with crouch canceling, mainly because crouch canceling is less effective against meteor smashes than moves with horizontal or vertical launch angles. The reason for this is that when a move with an upwards launch angle connects against a crouching opponent and it does not deal enough knockback to put them into tumble, it will lift them off the ground and then immediately put them in their landing animation once hitlag ends. This essentially results in the opponent suffering from a minimal amount of lag after getting hit as they suffer from no hitstun and the only lag they get is the landing lag from landing (which is only 4 frames in most cases), causing crouch canceled moves to usually have a much weaker effect than they otherwise should have on a crouching opponent. As meteor smashes do not lift the opponent off the ground however, the opponent is put into their full hitstun animation. The opponent still suffers from 0.67x the amount of hitlag and knockback compared to if they were not crouch canceling but this still results in the crouching opponent going through a lot more lag than they would against an upwards launching move with an identical amount of knockback. This allows aerial meteor smashes in particular to still be viable combo tools against crouch cancelling opponents as the reduced knockback may not be enough to prevent a combo, which is never the case with upwards launching moves.

Meteor canceling[edit]

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 for most characters, though some characters have their own windows. Additionally in Brawl, meteor canceling can only be performed if the meteor smash puts the opponent into tumble (in Melee, it can be performed regardless of the knockback animation the opponent is put in).

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 the control stick and starts both penalties simultaneously, but not always. In a similar vein to the tech penalty, these penalties prevent players from simply mashing 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. While the player generally needs perfect timing to meteor cancel as soon as possible in Melee, one exception to this is with Kirby and Jigglypuff. If Kirby or Jigglypuff has used at least one of their mid-air jumps, they can easily meteor cancel perfectly by holding the jump button after getting hit by a meteor smash. By doing this, they will buffer a jump as soon as the meteor cancel window begins (as long as they are holding the jump button when the meteor cancel window begins).

In Brawl, the penalty is still present although the penalty no longer applies during the buffer window for the jump/up special. This means that the player can input a jump or up special up to 10 frames before they can meteor cancel and they will perform the jump/up special as soon as the meteor cancel window begins. Additionally, tap jump completely ignores the penalty in Brawl, so the player can perform a tap jump during the penalty period and they can still meteor cancel with a jump. Likewise, if the player inputs a regular jump during the penalty period, they can bypass the penalty with tap jump.

Meteor canceling only exists in Melee and Brawl, making meteor smashes in other games functionally equivalent to spikes (although in Smash 4, grounded opponents can tech meteor smashes but not spikes). However, games after Brawl check the same angle range to play a unique sound effect for meteor smashes.

Characters with unusual meteor cancel windows in Brawl[edit]

In Brawl, while most characters can meteor cancel after 25 frames, there are a handful of characters who have different timings on their meteor cancel window:

There is overall a pattern for the characters with different meteor cancel windows. Characters who possess tether up specials have a shorter meteor cancel window while characters with multiple jumps and a glide have longer meteor cancel windows. Yoshi also has a shorter meteor cancel window, likely to compensate for his up special, which grants a rather low amount of height. The one outlier to these patterns however is Wolf, who has an extremely long meteor cancel window compared to the rest of the cast, which was likely an oversight caused by his late and rushed addition into the game.

Similar techniques[edit]

A meteor smash is not to be confused with a spike; while spikes also have downwards knockback angles, they are diagonal enough to not be recognized by the game as a meteor smash, and thus cannot be meteor canceled. Despite this, many smashers use the term "spike" to refer to meteor smashes, with the term "true spike" referring to spikes. Meteor smashes are also not to be confused with a stage spike, where attacks with standard knockback angles can cause opponents to bounce off the underside of a stage and fly downwards, unable to meteor cancel.

Lists of meteor smashes[edit]

Not all characters have access to a meteor smash (e.g. Pikachu in the first three games). The characters that can meteor smash and their respective meteor smashes are listed and described here. Some items, such as Moltres and the streams of a Super Scope, as well as the attacks of some bosses, also have meteor smash hitboxes, and are also listed here. Spikes and semi-spikes, due to their differing properties, are not listed here. This list does not include unconventional meteor smashes.

Gallery[edit]

Trivia[edit]

  • Excluding custom special moves in Smash 4, Mii Brawler has the most meteor smashes in the franchise, with a total of 5.

See also[edit]

  • Spike – an attack that sends the opponent downwards yet cannot be canceled.
  • Semi-spike – an attack that hits the opponent at a very low horizontal angle, minimizing recovery opportunities.
  • Footstool jump – a technique from Brawl onward which makes a character jump on their opponent's head. If done on an aerial opponent, it causes them to fall downward.

References[edit]