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[[File:Mario Down Smash SSBM.gif|thumb|200px|Mario's down smash in ''Melee''.]]
[[File:Down Smash1.jpg|thumb|250px|The first part of Ganondorf's down smash, he kicks in front of him.]][[File:Down Smash2.jpg|thumb|250px|The second part, Ganondorf kicks behind him.]]
[[File:SSB4 - Olimar Screen-5.jpg|thumb|200px|{{SSB4|Olimar}}'s down smash in ''[[Super Smash Bros. 4]]''.]]


'''Down smash''' (abbreviated '''d-smash''') is a [[smash attack]] performed by any character by tapping the Control Stick downward and pressing A at the same time or by pressing down on the [[C-stick]]. In ''[[Super Smash Bros. Melee]]'', the C-stick can not be used in one-player mode. It is generally an attack that hits low to the ground and hits on both sides of the character performing the attack, though a small minority only hit to the front of themselves via the down smash.
'''Down smash''' (abbreviated '''d-smash''') or '''down smash attack''' ({{ja|下スマッシュ攻撃|Shita sumasshu kōgeki}}, ''Down/lower/under smash attack'') is a [[smash attack]] performed by any character by [[tapping]] the Control Stick downward and pressing the attack button at the same time or by pressing down on the [[C-stick]]. In ''[[Super Smash Bros. Melee]]'', the C-stick cannot be used in one-player mode.


In ''Super Smash Bros. Melee'' and ''[[Super Smash Bros. Brawl]]'', it can be charged by holding down the A button for up to two seconds, resulting in higher [[damage]] and [[knockback]]. A typical attribute of a down smash is that they hit both the front and rear of the user, making them useful for crowds. They are usually defensive moves and for most characters it is faster than their side smash. Most down smashes will attack the front and back in an alternating fashion, such as Mario's, where he does a spin to kick enemies, but a few can hit both areas at the same time, such as Fox's, where he does "the splits" to kick the area in front of and behind him in one motion. The disadvantage to most down smashes is that they tend to have lower knockback than either the character's up or forward Smashes. Mewtwo's down smash in ''Melee'' does not, and there are several down smashes in Brawl that do not.
Since ''Super Smash Bros. Melee'', all smash attacks can be charged by holding down the A button for up to one second, multiplying [[damage]] and [[knockback]] by up to 1.4. In ''Ultimate'', with some exceptions, these charges can be held for up to 3 seconds (or 180 frames), but the attack stops increasing in strength after the 1 second mark.


==List of down smashes in ''[[Super Smash Bros.]]''==
Down smashes are generally the fastest, weakest smash attack in a character's arsenal, and almost all of them hit on both sides of the character, making them useful for coverage or [[punish]]ing [[roll]]s. While not universal, some down smashes hit in front then behind, with the back hit being stronger to reward punishing rolls or dodges, such as [[Ike]]'s; other down smashes will instead have a first hit which sends at an angle that combos into the second stronger hit, such as [[Ganondorf]]'s. Many down smashes can be described as "on the ground" attacks (usually abbreviated to OTG), meaning they are specifically designed to hit opponents lying on the ground.
{|class="wikitable"
 
!Character
Prior to ''Ultimate'', down smashes were not as flexible to use as the other smash attacks; they couldn't be used out of a [[dash]] or [[out of shield]] like [[up smash]]es can, nor could they be used in the first few [[frame]]s of a dash or out of a [[pivot]] like [[forward smash]]es.
!Description
 
!Damage
==List of down smashes==
{| class="wikitable"
|-
! Character !! Description
|-
|[[Banjo]] & [[Kazooie]]||Kazooie opens her wings and slams them on the ground.
|-
|[[Bayonetta]]||Stomps on the ground in front of herself, then uses her Wicked Weaves to summon Madama Butterfly's foot for a near-immediate followup stomp in front of herself.
|-
|[[Bowser]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Retreats to his shell and spins around rapidly to strike with his spikes.<br/>{{GameIcon|SSBU}} Crouches slightly and slashes low to the ground with his claws in front of himself and then behind himself.
|-
|[[Bowser Jr.]]||Deploys two wrecking balls from the Junior Clown Car and slams them onto the ground on either side of himself.
|-
|[[Byleth]]||Performs a spinning sweep with Aymr.
|-
|[[Captain Falcon]]||{{GameIcon|SSB}} Hops up and performs a 360° roundhouse kick, striking both in front of and behind himself.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Throws a straight kick, then uses the same leg for a back kick behind himself.
|-
|[[Charizard]]||Stomps on the ground, shaking the earth for a heavy hit.
|-
|[[Chrom]]||Slashes low to the ground in front of himself, then behind himself.
|-
|[[Cloud]]||Jabs the hilt of the Buster Sword forwards and leads that into a reverse-grip stab behind himself.
|-
|[[Corrin]]||Leans forwards on one leg and stabs with Omega Yato while morphing their other leg into a draconic lance and stabbing it backwards.
|-
|[[Daisy]]||Crouches and spins, rapidly attacking with the hem of her dress.
|-
|[[Dark Pit]]||Slashes outwards with one of his blades in front of himself, then stabs backwards in reverse grip with the other one.
|-
|-
|{{SSB|Mario}}|| Does a breakdancing sweep. Mario swirls around while breakdancing on both sides. A decent spacing and KO-ing move.|| 17% if hits in the front.
|[[Dark Samus]]||Sweeps her leg low in a circle around herself.
|-
|-
|{{SSB|Luigi}}|| Similar to Mario. Faster than Mario's, and good damage and power.|| 17% damage.
|[[Diddy Kong]]||Performs a breakdancing sweep kick.
|-
|-
|{{SSB|Donkey Kong}}|| Extends his legs while spinning.|| 19% damage.
|[[Donkey Kong]]||{{GameIcon|SSB}} Extends his legs and performs a spin to sweep with them all around himself.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Slams both his fists onto the ground.
|-
|-
|{{SSB|Yoshi}}|| Sweeps his tail around, weak horizontal knockback for a smash attack, and has some ending lag.||14% on both sides
|[[Dr. Mario]]||Performs a breakdancing sweep kick. It resembles Mario's Sweep Kick move from ''Super Mario 64''.
|-
|-
|{{SSB|Link}}|| Slashes in front of him, then behind him. Good range and speed, and can KO usually around 150%. Great for combo finishers. There is, however, some cooldown lag.||16% damage.
|[[Duck Hunt]]||The gunman to fires in front of the dog and duck, then behind them, and then in front of them again, sending the duo into a panic.
|-
|-
|{{SSB|Samus}}|| Extends her leg and twirls.Good spacing move or KO-er near the ledge.||16%.
|[[Falco]]||Performs a quick split kick.
|-
|-
|{{SSB|Kirby}}|| Thrusts his legs out while spinning.|| 18% damage.
|[[Fox]]||Performs a quick split kick.
|-
|-
|{{SSB|Fox}}|| Does a split kick. Is a great horizontal killer, or set-up for edge-related kills.|| 14% damage.
|[[Ganondorf]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Throws a straight kick, then uses the same leg for a back kick behind himself.<br/>{{GameIcon|SSBU}} Takes out the SpaceWorld 2000 sword, jabs its pommel forwards along the ground, and then stabs backwards with it.
|-
|-
|{{SSB|Captain Falcon}}|| Extends his leg and twirls. If the attack connects closer to the body, the opponent will be sent upwards. If it connects with the tip, the opponent will be sent in a more horizontal direction. Somewhat short duration, for a move of this criteria, but an awkward move for one of C. Falcon's.||16%
|[[Greninja]]||Swipes inwards with a pair of watery blades, covering both sides.
|-
|-
|{{SSB|Pikachu}}|| Does a breakdancing sweep. This is a slightly less powerful version of the side smash, and seldom used outside of mindgames. However, it is still very powerful and it can be used to [[punish]] excessive [[roll]]ing.|| 10-16%, where the forward hit does 16, and back hit does 13.  
|[[Hero]]||Slashes low to the ground in front of himself, then behind himself.
|-
|-
|{{SSB|Jigglypuff}}|| Does a split kick. The hitbox extends quite a bit beyond Jigglypuff's feet, and this disjointed hitbox is most often used for edge-guarding, as it allows the player to avoid getting hit by the recovering opponent while still being able to prevent the opponent from grabbing the ledge.|| 16% damage.
|[[Ice Climbers]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Hop up while swiping their hammers in a circle around the ground.<br/>{{GameIcon|SSBU}} The leader swings their hammer inwards in front of themselves, while the follower does the same in the opposite direction.
|-
|-
|{{SSB|Ness}}|| Does a "Walk the Dog" with his yoyo.||17% damage.
|[[Ike]]||Slashes low to the ground in front of himself, then behind himself.
|}
==List of down smashes in ''[[Super Smash Bros. Melee]]''==
{|class="wikitable"
!Character
!Description
!Damage
|-
|-
|{{SSBM|Mario}}|| Does a breakdancing sweep.Extremely fast, one of Mario's stronger moves.|| {{DamageWhenCharged|16}} if hits in front, {{DamageWhenCharged|12}} in back.
|[[Incineroar]]||Hops up a short distance and then performs a body splash as it lands on the ground. Can dodge particularly low-profile attacks if timed correctly.
|-
|-
|{{SSBM|Luigi}}|| Similar to Mario with upwards knockback.Knockback provides for aerial combos against low-damage enemies and KO's against high-damage enemies.|| 17% if hits in the front.
|[[Inkling]]||Swings the Slosher in a circle at their feet, striking both with the weapon and its ink.
|-
|-
|{{SSBM|Dr. Mario}}|| Similar to Mario but with more knockback.||{{DamageWhenCharged|18}}.
|[[Isabelle]]||Swings a small bucket of water in a circle around her feet.
|-
|-
|{{SSBM|Peach}}|| Twirls her dress. Very high damage and powerful knockback if multiple hits land. It's the strongest down smash in the game.||6%-95% , depending on number of hits.
|[[Ivysaur]]||Swipes inwards with both of its vines, covering both in front and behind.
|-
|-
|{{SSBM|Bowser}}|| Spins while inside his shell, doing great damage with multiple hits from his spines. Subpar range, can be DI'd out of, and has noticeable ending lag, but still powerful nonetheless.||1%-27%, depending on number of hits.
|[[Jigglypuff]]||Spins around before puffing itself downwards, striking with a foot-inflating split kick.
|-
|-
|{{SSBM|Donkey Kong}}|| Holds up his arms and punches downwards. Sweetspot is on the hands.||{{DamageWhenCharged|16}} hands, {{DamageWhenCharged|14}} arms.
|[[Joker]]||Swings his knife low to the ground in a circle around his feet.
|-
|-
|{{SSBM|Yoshi}}|| Swipes his tail in front then behind him.||{{DamageWhenCharged|10}} front, {{DamageWhenCharged|8}} back.  
|[[Kazuya]]||Karate chops downwards in his demon form. Can meteor smash.
|-
|-
|{{SSBM|Link}}|| Slashes in front then behind him.First hit comes out fast, though second hit has some lag. This move has decent range, and since the hitbox is on the floor, it makes this move good for spacing, and has some KO power.||13-16% front, 11-14% back uncharged; {{DamageWhenCharged|17}} front, {{DamageWhenCharged|15}} back.
|[[Ken]]||Performs a fast, low leg sweep in front of himself.
|-
|-
|{{SSBM|Young Link}}|| Identical to Link.Hits all usually follow into each other with the final having the most knockback, though DI-able and is an unreliable finishing attack.Fully charged is usually the toughest time to get all hits successfully connecting. The last hit has the unusual property of being able to send opponents to the left or right of him. ||{{DamageWhenCharged|13}} front, {{DamageWhenCharged|11}} back.
|[[King Dedede]]||Sweeps his hammer in a circle around himself.
|-
|-
|{{SSBM|Zelda}}|| Kicks in front then behind her.Short range with a sightly disjointed hitbox and poor power, but fast. Has transcendent priority.||11% uncharged, 15% fully charged.
|[[King K. Rool]]||Jumps up and then belly-flops onto the ground, causing a quake. Can dodge particularly low-profile attacks if timed correctly.
|-
|-
|{{SSBM|Sheik}}|| Balances on her head and breakdances,with multiple hits, but low knockback and KO potential.||13% uncharged, 17% fully charged.
|[[Kirby]]||Performs a spinning two-footed sweep kick.
|-
|-
|{{SSBM|Ganondorf}}|| Kicks in front then behind him. Similar to Captain Falcon. Can chain together, can be DI'd out of second hit.||{{DamageWhenCharged|8}} first hit, {{DamageWhenCharged|13}} second hit. Total 21% uncharged, 28% fully charged.
|[[Link]]||Slashes low to the ground in front of himself, then behind himself.
|-
|-
|{{SSBM|Samus}}|| Sweeps her leg in a circle. Fast, good knockback.||{{DamageWhenCharged|16}}.
|[[Little Mac]]||Hangs low to the ground and quickly punches on either side of himself.
|-
|-
|{{SSBM|Ice Climbers}}|| Swing their hammers around themselves in a 360° style. Fast but somewhat short ranged, good for tight spacing.||Leader, {{DamageWhenCharged|12}}, Partner, {{DamageWhenCharged|11}}, up to 31%.
|[[Lucario]]||Performs a pair of simultaneous outward aura-powered palm thrusts.
|-
|-
|{{SSBM|Kirby}}|| Does a spinning split kick.|| {{DamageWhenCharged|14}}
|[[Lucas]]||Points to the ground in front of himself, firing off three successive blasts of PSI energy.
|-
|-
|{{SSBM|Fox}}|| Does a split kick. It is fast and has moderate knockback. Useful for edgeguarding and spacing.|| {{DamageWhenCharged|15}}
|[[Lucina]]||Slashes low to the ground in front of herself, then behind herself.
|-
|-
|{{SSBM|Falco}}|| Similar to Fox. An excellent killer, with semi-spike properties, though it has rather low range.|| {{DamageWhenCharged|16}}
|[[Luigi]]||Performs a breakdancing sweep kick. It resembles Mario's Sweep Kick from ''Super Mario 64''.
|-
|-
|{{SSBM|Captain Falcon}}|| Kicks in front then behind him. Small noticeable startup, but good speed and knockback.||{{DamageWhenCharged|18}} front, {{DamageWhenCharged|16}} back.
|[[Mario]]||Performs a breakdancing sweep kick. It resembles his Sweep Kick from ''Super Mario 64''.
|-
|-
|{{SSBM|Pikachu}}|| Spins around while emitting sparks. Easily used from a successful crouch cancel, and sets up for an aerial at lower percentages. ||{{DamageWhenCharged|14}} if all hits connect.
|[[Marth]]||Slashes low to the ground in front of himself, then behind himself.
|-
|-
|{{SSBM|Pichu}}|| Similar to Pikachu. It has more range than it appears and has invincibility frames, as well as powerful.||{{DamageWhenCharged|13}}
|[[Mega Man]]||Uses Flame Blast, which releases a pillar of flame from each of his Mega Busters, causing them to overheat.
|-
|-
|{{SSBM|Mewtwo}}|| Shoots a blast of darkness in front of it. Good knockback and speed, with moderate range; however, it has the unusual property of being unable to hit both sides of it.||{{DamageWhenCharged|15}}
|[[Meta Knight]]||Slashes low to the ground in front of himself, then behind himself.
|-
|-
|{{SSBM|Jigglypuff}}|| Extends its foot on both sides of it. Great for spacing, if used near the edge can lead into an edgeguarding KO.||{{DamageWhenCharged|14}}
|[[Mewtwo]]||Points at the ground, unleashing an explosion of darkness.
|-
|-
|{{SSBM|Marth}}|| Slashes in front, then behind him. Identical to Link in animation. If tipped it sends opponents upward with high vertical knockback, star KOing opponents at high percentage, and its one of the strongest down smash in the game. If hit at the base, it sends opponents with low horizontal knockback, but it can still KO at high percentage. It is rather laggy.||
|[[Mii Brawler]]||Stands on one leg while throwing a jab forwards and a kick backwards.
|-
|-
|{{SSBM|Roy}}|| Similar to Marth. A decent finisher, useful for vertical KOs, though there is rather high ending lag.||{{DamageWhenCharged|21}} in front, {{DamageWhenCharged|16}} in back.  
|[[Mii Gunner]]||Blasts their cannon in front of themselves, then spins around and blasts again behind them.
|-
|-
|{{SSBM|Ness}}|| Does a "Walk the Dog" with his yoyo. Has good range but decent to very poor knockback depending on the opponent's falling speed. It is also very slow and laggy in both starting and ending lag. This attack is incapable of KOing unless his opponents is at extreme percentage.||
|[[Mii Swordfighter]]||Slashes low to the ground in front of themselves, then behind themselves.
|-
|-
|{{SSBM|Mr. Game & Watch}}|| Slams two hammers to the sides of him.||8-22% at the sweetspot, 5-14% fully charged at the handles.
|[[Min Min]]||Performs a quick split kick.
|}
 
==List of down smashes in ''[[Super Smash Bros. Brawl]]''==
 
{|class="wikitable"
!Character!!Description!!Damage
|-
|-
|{{SSBB|Mario}}|| Does a breakdancing sweep that travels very fast. Like Mario's other attacks, it has fast start-up and ending lag but short reach. While stronger than his tilts and aerials, it isn't strong enough to reliably KO under 150%.|| {{DamageWhenCharged|15}} in the front, {{DamageWhenCharged|12}} in the back.
|[[Mr. Game & Watch]]||Slams two hammers onto the ground simultaneously.
|-
|-
|{{SSBB|Luigi}}|| Same as Mario's, but more vertical knockback.|| {{DamageWhenCharged|17}} on both sides when hit at close range, {{DamageWhenCharged|16}} on both sides when it hits farther out.
|[[Mythra]]||Spins on one leg, kicking behind herself with the other and swinging the Aegis Sword in front then vice versa.
|-
|-
|{{SSBB|Peach}}|| Spins around with her outstretching skirt slashing and sucking in opponents, like Pikachu's. Has been nerfed in Brawl in power, damage and ability to trap opponents better, being extremely hard to get hit by all slashes, although long duration, fast start-up and being able to semi-spike opponents hanging on edges can help somewhat. Has a 20% chance of [[trip]]ping. Up to four hits.||{{DamageWhenCharged|5}} for each hit
|[[Ness]]||"Walks the dog" with his yo-yo.
|-
|-
|{{SSBB|Bowser}}|| Spins around very fast within his shell, slicing anybody within range. This move is harder to escape in Brawl than in Melee. Seven hits.|| Total of {{DamageWhenCharged|21}}.
|[[Olimar]]||Points on either side of himself, commanding his first and second-ordered Pikmin to perform simultaneous headbutts along the ground on either side of himself. The damage and knockback depend on the Pikmin commanded.
|-
|-
|{{SSBB|Donkey Kong}}|| Crashes his two fists on either side of himself. Very fast, great [[knockback]]. More powerful at the hands.||{{DamageWhenCharged|17}} hands uncharged, {{DamageWhenCharged|14}} arms uncharged.
|[[Pac-Man]]||Holds his palms out, unleashing Pinky and Clyde to strike on both sides of himself.
|-
|-
|{{SSBB|Diddy Kong}}|| Similar to Luigi's. A fast breakdancing sweep with horizontal knockback.|| {{DamageWhenCharged|16}} damage in the front, {{DamageWhenCharged|12}} damage in the back.
|[[Palutena]]||Swings downwards with a pair of light wings.
|-
|-
|{{SSBB|Yoshi}}|| Swings his tail around on either side of himself. Mediocre horizontal knockback.||{{DamageWhenCharged|14}} front, {{DamageWhenCharged|13}} back.
|[[Peach]]||Crouches and spins, rapidly attacking with the hem of her dress.
|-
|-
|{{SSBB|Wario}}|| Breakdances, but balances on his back and hits with his head.  Gradually gets weaker as the move progresses.||Clean {{DamageWhenCharged|13}}, mid {{DamageWhenCharged|10}}, late {{DamageWhenCharged|5}}.
|[[Pichu]]||{{GameIcon|SSBM}} Rapidly spins on the ground.<br/>{{GameIcon|SSBU}} Rapidly spins on the ground while emitting electricity.
|-
|-
|{{SSBB|Link}}|| Slices his sword along the ground in front of himself and then behind himself.  This is also used in [[The Legend of Zelda: Twilight Princess]].|| {{DamageWhenCharged|17}} arm, {{DamageWhenCharged|16}} blade/body/tip (second hit only), {{DamageWhenCharged|14}} tip (first hit only).
|[[Pikachu]]||{{GameIcon|SSB}} Performs a breakdancing sweep kick.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Rapidly spins on the ground while emitting electricity.
|-
|-
|{{SSBB|Zelda}}|| Kicks forward and backward with incredible speed. Requires less than a second to use, and is the fastest down smash in the game.||Does {{DamageWhenCharged|12}} damage in front, {{DamageWhenCharged|10}} at back. If both hits connect, it will deal 22-30%.  
|[[Piranha Plant]]||Holds its head in place, pivoting its body around it to strike on both sides with its pot.
|-
|-
|{{SSBB|Sheik}}|| Breakdances on her head and spins around kicking while leaping back up. Has three hitboxes, making it tough to shield.||First hit, {{DamageWhenCharged|13}} Second and third hits, {{DamageWhenCharged|10}}.
|[[Pit]]||Slashes outwards with one of his blades in front of himself, then stabs backwards in reverse grip with the other one.
|-
|-
|{{SSBB|Ganondorf}}|| Kicks strongly in front of him, then shifts his foot to kick behind him. If hit with first kick, the attack mostly carries opponent to second hit. Is somewhat laggy.|| {{DamageWhenCharged|5}} first hit, {{DamageWhenCharged|14}} second hit, up to 19% uncharged, 26% fully charged.
|[[Pyra]]||Spins on one leg, kicking behind herself with the other and swinging the Aegis Sword in front then vice versa.
|-
|-
|{{SSBB|Toon Link}}|| Same as Link's only faster, and first hit usually carries into second. KOs at very low percentages if only the first hit connects and if the opponent has poor horizontal recovery.||Front, {{DamageWhenCharged|6}} ({{DamageWhenCharged|7}} on aerial opponents), back, {{DamageWhenCharged|11}}.
|[[R.O.B.]]||Lowers his arms and rapidly spins them to strike several times.
|-
|-
|{{SSBB|Samus}}|| Sweeps her leg around in a circle around herself to inflict vertical knockback. Very fast, but has ending lag.|| {{DamageWhenCharged|15}} front, {{DamageWhenCharged|14}} back.
|[[Richter]]||Spins, sweeping the Vampire Killer along the ground in a wide circle.
|-
|-
|{{SSBB|Zero Suit Samus}}|| Fires a close-range, uncharged paralyzer bolt at the ground in front of herself. No initial knockback, but commonly used to set up for [[side smash]] or [[Plasma Whip]].||{{DamageWhenCharged|11}}
|[[Ridley]]||Hops up, then drops back down wings-first.
|-
|-
|{{SSBB|Pit}}|| Similar to Link's. Slashes once in front, then behind.||{{DamageWhenCharged|13}} front, {{DamageWhenCharged|10}} back.
|[[Robin]]||Swings the equipped sword straight downwards onto the ground, emitting an electric shock that travels along the ground if the Levin Sword is equipped.
|-
|-
|{{SSBB|Ice Climbers}}|| They swing their hammers once around themselves going about 270 degrees around. Second most damaging down smash in the game, but mediocre knockback.||Leader,{{DamageWhenCharged|12}}, partner, {{DamageWhenCharged|8}}. Total, 8%-41% uncharged, 11%-56% fully charged.
|[[Rosalina]] & [[Luma]]||''Rosalina:'' Performs an alternating pair of low standing shin kicks, creating a small swirl of space dust at her feet for each one.<br/>''Luma:'' Throws a spinning one-footed kick behind itself, then in front as it completes its spin.
|-
|-
|{{SSBB|R.O.B.}}|| Lowers arm unit on torso unit, and then quickly spins arms around many times for good range, multiple hits, good knockback, and a useful damage racker.||{{DamageWhenCharged|11}}
|[[Roy]]||Slashes low to the ground in front of himself, then behind himself.
|-
|-
|{{SSBB|Kirby}}|| Feet enlarge and Kirby spins, jutting them out to the side. It is similar to Fox's down smash, except that Fox does not spin during the attack.|| {{DamageWhenCharged|14}}
|[[Ryu]]||Performs a fast, low leg sweep in front of himself.
|-
|-
|{{SSBB|Meta Knight}}|| Extremely quick front and back swipe. It is Meta Knight's best ground KO move and is one of the fastest smash attacks in the game.||Front slash does {{DamageWhenCharged|12}}, and back slash does {{DamageWhenCharged|15}}.
|[[Samus]]||Sweeps her leg low in a circle around herself.
|-
|-
|{{SSBB|King Dedede}}|| Similar to Ice Climbers, but it is slower, stronger, and has more range. Deals vertical knockback.|| {{DamageWhenCharged|15}}
|[[Sephiroth]]||Performs a downward-angled stab directly in front of him with Masamune.
|-
|-
|{{SSBB|Olimar}}|| Sends two Pikmin to leap out on both sides. Very quick, but has less knockback than his side smash.||Red Pikmin: {{DamageWhenCharged|13}}. Blue Pikmin: {{DamageWhenCharged|12}}. Yellow Pikmin: {{DamageWhenCharged|11}}. White Pikmin: {{DamageWhenCharged|6}}. Purple Pikmin: {{DamageWhenCharged|15}}.  
|[[Sheik]]||Performs a rapid series of spinning kicks while balancing on her back.
|-
|-
|{{SSBB|Fox}}|| A long-ranged split-kick. A fast and useful move, however the lag at the end of the move leaves him vulnerable.|| {{DamageWhenCharged|14}}
|[[Shulk]]||Lays the Monado low to the ground, then spins around with it, striking several times.
|-
|-
|{{SSBB|Falco}}|| A short ranged split kick. Can semi-spike occasionally while edgeguarding if hits with his front foot's heel. A good move to use as punishing a dodged or shielded attack.|| {{DamageWhenCharged|15}}
|[[Simon]]||Spins, sweeping the Vampire Killer along the ground in a wide circle.
|-
|-
|{{SSBB|Wolf}}|| Claws on either side of himself at blinding speeds. Arguably Wolf's best ground KOer. It is the best down smash of the [[space animals]].||{{DamageWhenCharged|14}} front, {{DamageWhenCharged|13}} back.
|[[Snake]]||{{GameIcon|SSBB}} Plants a landmine in the ground at his feet, which then explodes if attacked or walked over.<br/>{{GameIcon|SSBU}} Performs a quick pair of low shin kicks while standing.
|-
|-
|{{SSBB|Captain Falcon}}|| Kicks powerfully forward, then swings his leg behind him to kick again.  Laggy, but good knockback and somewhat useful range.||{{DamageWhenCharged|18}} front, {{DamageWhenCharged|16}} back.
|[[Sonic]]||{{GameIcon|SSBB}} Assumes his ball form and quickly zips forwards, then backwards along the ground.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs a quick split kick.
|-
|-
|{{SSBB|Pikachu}}|| Spins around while emitting blasts of sparks from its body. Multiple hitboxes are able to pull in opponents very easily. Short range, and a good damage racker. If [[DI]]'d out of, it becomes a [[semi-spike]].|| {{DamageWhenCharged|15}} if all hits connect.
|[[Sora]]||Hops into the air and stabs the ground with his Keyblade, causing a shockwave. Can dodge particularly low-profile attacks if timed correctly.
|-
|-
|{{SSBB|Squirtle}}|| Spins around quickly in its shell. Poor range.||{{DamageWhenCharged|11}}.
|[[Squirtle]]||Retreats to its shell for a spin attack.
|-
|-
|{{SSBB|Ivysaur}}|| Whips its two vines on either side of itself for moderate horizontal knockback. Very punishable ending lag.||{{DamageWhenCharged|8}}
|[[Steve]]||Pours a bucket of lava out in front of himself, then behind. Briefly affected by gravity.
|-
|-
|{{SSBB|Charizard}}|| Leaps up a small distance, then crashes down quickly. Causes an [[quake|earthquake]] that pushes opponents away.||{{DamageWhenCharged|16}}
|[[Terry]]||A low kick in front of himself.
|-
|-
|{{SSBB|Lucario}}|| Pulls hands apart quickly on either side with aura imbued at the tips. Powerful, but some start-up lag.||Does {{DamageWhenCharged|10}} at minimum power, {{DamageWhenCharged|20}} at max power.
|[[Toon Link]]||Slashes low to the ground in front of himself, then behind himself.
|-
|-
|{{SSBB|Jigglypuff}}|| A split kick similar to Kirby's and Fox's down smash. It is always a [[semi-spike]].|| {{DamageWhenCharged|12}}
|[[Villager]]||Uses a shovel to strike the ground in front of and then behind themselves, [[bury]]ing opponents.
|-
|-
|{{SSBB|Marth}}|| Slashes in front, then the back. High vertical knockback if tippered, but its long duration makes it a seldom used move.||At the front, it does {{DamageWhenCharged|14}} untipped and {{DamageWhenCharged|17}} when tipped. At the back, it does {{DamageWhenCharged|13}} untipped and {{DamageWhenCharged|16}} when tipped.  
|[[Wario]]||Lays on the ground and spins around.
|-
|-
|{{SSBB|Ike}}|| Does an odd performance 180 degree wrist turning sword swing on either side of himself. His fastest ground attack.||Does {{DamageWhenCharged|13}} in front, {{DamageWhenCharged|16}} in the back.
|[[Wii Fit Trainer]]||Kneels on the ground, then performs an Arm and Leg Lift to strike forwards with a spearhand and backwards with a back kick.
|-
|-
|{{SSBB|Ness}}|| Does a "walk the dog" trick with his yo-yo. Hits behind, then in front with his yo-yo. Can damage while charging, but charging does not increase damage or knockback of the move on release.|| 4% charging, 13% following hit.
|[[Wolf]]||Slashes across the ground with his claws in front of and then behind himself.
|-
|-
|{{SSBB|Lucas}}|| Blasts a huge amount of PSI hexagons at his feet, but only on one side. Can still hit people behind him that are close enough, similar to Falco's side smash. Great knockback and range, but huge start-up and ending lag. Can be a semi-spike. Strongest in the game if all hexagons hit and fully charged.||Three hits of {{DamageWhenCharged|17}}, {{DamageWhenCharged|14}}, then {{DamageWhenCharged|11}}, up to 58% fully charged.
|[[Yoshi]]||Crouches and sweeps his tail forwards, then backwards.
|-
|-
|{{SSBB|Mr. Game & Watch}}|| Swings two mallets down on either side of himself. Great vertical knockback. A good [[semi-spike]] if not tippered, and comes out faster than most attacks.||Deals {{DamageWhenCharged|13}} when the handles (sourspot) hit. When the tip (sweetspot) hits, it deals {{DamageWhenCharged|15}}
|[[Young Link]]||Slashes low to the ground in front of himself, then behind himself.
|-
|-
|{{SSBB|Snake}}|| Plants a motion sensing mine in the ground. Detonates if contacted by another hitbox or hurtbox. Only one can be planted at a time, and if the platform the one was on disappears, the mine blows up when it lands on the ground. The longer this attack is charged, the more transparent the mine becomes and the more damage it will cause upon explosion.|| {{DamageWhenCharged|14}}
|[[Zelda]]||Performs a quick, short-ranged shin kick in front of herself, then behind herself with the same leg.
|-
|-
|{{SSBB|Sonic}}|| Darts forwards and backwards very fast in his spinball. Some start-up lag, but decent power.||{{DamageWhenCharged|12}}
|[[Zero Suit Samus]]||Aims her Paralyzer at a downwards diagonal angle and fires it at the ground in front of herself.
|}
|}
==Types==
===Sweeping===
The down smash of the following characters "sweeps" around them.  That is to say it hits to one side of them and then hits the other side.
====In ''[[Super Smash Bros.]]''====
*{{SSB|Luigi}}
*{{SSB|Mario}}
*{{SSB|Link}}
*{{SSB|Samus}}
*{{SSB|Captain Falcon}}
*{{SSB|Ness}}
*{{SSB|Yoshi}}
*{{SSB|Pikachu}}
====In ''[[Super Smash Bros. Melee]]''====
*{{SSBM|Dr. Mario}}
*{{SSBM|Mario}}
*{{SSBM|Luigi}}
*{{SSBM|Yoshi}}
*{{SSBM|Captain Falcon}}
*{{SSBM|Ganondorf}}
*{{SSBM|Ness}}
*{{SSBM|Ice Climbers}}
*{{SSBM|Samus}}
*{{SSBM|Zelda}}
*{{SSBM|Link}}
*{{SSBM|Young Link}}
*{{SSBM|Marth}}
*{{SSBM|Roy}}
====In ''[[Super Smash Bros. Brawl]]''====
*{{SSBB|Mario}}
*{{SSBB|Link}}
*{{SSBB|Samus}}
*{{SSBB|Marth}}
*{{SSBB|Luigi}}
*{{SSBB|Diddy Kong}}
*{{SSBB|Zelda}}
*{{SSBB|Pit}}
*{{SSBB|Meta Knight}}
*{{SSBB|Ike}}
*{{SSBB|Yoshi}}
*{{SSBB|Ganondorf}}
*{{SSBB|Ice Climbers}}
*{{SSBB|King Dedede}}
*{{SSBB|Wolf}}
*{{SSBB|Ness}}
*{{SSBB|Sonic}}
*{{SSBB|Toon Link}}
*{{SSBB|Captain Falcon}}
===One-sided===
The down smash of the following characters only hits the side in front of the character.
====In ''[[Super Smash Bros. Melee]]''====
*{{SSBM|Mewtwo}}
====''In [[Super Smash Bros. Brawl]]''====
*{{SSBB|Zero Suit Samus}}
*{{SSBB|Lucas}}
===Simultaneous===
The down smash of the following characters hits to both sides of the character at the same time, making it useful to clear a crowd.
====In ''[[Super Smash Bros.]]''====
*{{SSB|Donkey Kong}}
*{{SSB|Kirby}}
*{{SSB|Fox}}
*{{SSB|Jigglypuff}}
====In ''[[Super Smash Bros. Melee]]''====
*{{SSBM|Bowser}}
*{{SSBM|Peach}}
*{{SSBM|Donkey Kong}}
*{{SSBM|Falco}}
*{{SSBM|Fox}}
*{{SSBM|Kirby}}
*{{SSBM|Sheik}}
*{{SSBM|Pichu}}
*{{SSBM|Pikachu}}
*{{SSBM|Jigglypuff}}
*{{SSBM|Mr. Game & Watch}}
====In ''[[Super Smash Bros. Brawl]]''====
*{{SSBB|Donkey Kong}}
*{{SSBB|Kirby}}
*{{SSBB|Fox}}
*{{SSBB|Pikachu}}
*{{SSBB|Mr. Game & Watch}}
*{{SSBB|Sheik}}
*{{SSBB|Falco}}
*{{SSBB|Squirtle}}
*{{SSBB|Ivysaur}}
*{{SSBB|Charizard}}
*{{SSBB|Peach}}
*{{SSBB|Lucario}}
*{{SSBB|Bowser}}
*{{SSBB|Wario}}
*{{SSBB|R.O.B.}}
*{{SSBB|Olimar}}
*{{SSBB|Jigglypuff}}


==Notable down smashes==
==Notable down smashes==
*{{SSBM|Peach}}'s down smash in Melee, which is arguably the most feared of all smashes due to its [[knockback]], quick start up, and [[damage]]. It does at least [[Damage Percent|70% damage]] if the opponent attempted to [[crouch cancel]]. The smash has been nerfed in Brawl and it is not as useful.  
[[File:PeachDownSmashSSBM.gif|thumb|{{SSBM|Peach}}'s down smash in ''Melee''.]]
*{{SSBM|Mewtwo}}'s down smash is the only down smash in ''Melee'' that does not cover both the front and rear of the user.
*While most down smashes are designed to hit on both sides of a character, there are a small number of characters with one-sided down smashes, including [[Mewtwo]], [[Zero Suit Samus]], [[Lucas]], [[Ryu]], [[Ken]], [[Bayonetta]], [[Terry]], [[Sephiroth]], and [[Kazuya]]. In addition, [[Robin]]'s down smash only hits on one side with the Bronze Sword equipped, but sends out an electric wave which reaches backwards with the Levin Sword equipped. [[Olimar]]'s down smash also fails to hit behind him if he only has one available Pikmin. Furthermore, as of ''Ultimate'', both of the [[Ice Climbers]] individually have one-sided down smashes, but when the climbers are together, they will succeed in covering both sides.
*{{SSBB|Snake}}'s down smash allows him to plant a mine, which does no damage unless stepped on (this includes Snake), and is deactivated when he plants another or is KO'd. If for any reason the mine falls from the platform it was on, it detonates on impact with anything.
*From ''Melee'' onward, but not in ''Smash 4'', [[Ness]]'s down smash can hit opponents while charging as the yo-yo comes to rest on the stage behind him. This is especially dangerous in ''Ultimate'', where the yo-yo can fall down and hang off of ledges and hits multiple times, allowing it to lead into the attack properly. It is the only down smash to have a hitbox while charging. Ness's similarly-functioning [[up smash]] is the only up smash to have such a distinction, while [[Corrin]] possesses the only such [[forward smash]]. Also notable is that Ness, and [[Luma]] are the only characters with down smashes to hit first behind and then in front, as opposed to first in front and then behind. In Ness's case, this is presumably to give more utility to the charging hitbox, as his up smash already covers his front.
*[[Zelda]]'s down smash is the fastest down smash in ''Melee'' and ''Brawl''.
*In ''Brawl'', {{SSBB|Snake}}'s down smash causes him to plant a mine in the ground. Once planted, it will explode if struck by any hitbox or touched by any character, including Snake, which grants it incredible versatility for stage control. This is the only [[projectile]] down smash. Also unique to the move is that, as it is [[charge]]d, the mine becomes increasingly difficult to see in addition to becoming stronger.
*{{SSBB|Zero Suit Samus}}'s down smash only hits the area in front of her, and deals very little knockback, but paralyzes whoever is hit by it, opening up a chance for a follow up attack. The knockback is overridden by any other knockback during the stun.
*[[Villager]] and, in ''Ultimate'', {{SSBU|Mr. Game & Watch}}, are the only characters whose down smashes can [[bury]] opponents.
*[[Ness|Ness's]] down smash has unique properties by which it can be charged. Rather than at the beginning of the attack, it is charged up in the middle of the attack, but only if Ness' yo-yo comes to rest on a flat surface. Charging the smash does not increase damage or knockback, but opponents can be damaged while the move is charging.
*[[Ridley]], [[Incineroar]], [[King K. Rool]] and [[Sora]] all perform a short upwards hop during the startup of their down smashes. While most of them do not feature any sort of protection such as [[intangibility]], the hop allows them to dodge certain attacks and punish them heavily. This leads them to sometimes be humorously labeled "[[spot dodge]]s with [[hitbox]]es". Of particular note is King K. Rool's, which possesses his characteristic [[Belly Super Armor]], and Sora's, which grants generous amounts of intangibility.
*{{SSBB|Lucas}}'s only reaches a very short distance behind him; characters must be almost touching him to be in the rear hitbox. Because of this, it is considered to be one sided.
*In ''Melee'', {{SSBM|Peach}}'s down smash is a fearsome attack by any measure. Unlike most multi-hit attacks, all of its hits deal individually high [[damage]] and [[knockback]]. At low percentages, especially against a [[crouch cancel]]ling opponent, it can deal astonishingly high damage. Its high [[semi-spike]] knockback and fast speed also makes it a great tool for [[edge-guarding]]. Since ''Brawl'', however, the attack has been [[nerf]]ed, and is now a fairly standard multi-hit attack.
*In ''Brawl'', the {{SSBB|Ice Climbers}}'s down smashes are capable of dealing extreme damage. As both Ice Climbers perform their own down smashes and the animation involves them both performing a front and back sweep, the move is capable of hitting up to four times if the opponent is very close, which deals 42% (the second highest out of any down smash in ''Brawl''). This move was nerfed heavily in ''Ultimate'', as the Ice Climbers now individually perform a sweep in each direction, and even if both hits land, it only deals around half the damage of the original attack (22.7%).
*In ''Brawl'', {{SSBB|Meta Knight}}'s down smash is both among his fastest attacks and strongest KO options, and is notoriously difficult to punish due to its long range and [[transcendent priority]]. It comes out on frame 4 and it has a total duration of 33 frames, being tied for the lowest in both categories. In later games, its power and range were reduced in addition to the move receiving more ending lag although it still remains an extremely fast down smash.
**In ''Brawl'' and ''Smash 4'', Meta Knight's down smash has a strange property. If Meta Knight buffers a down smash just before finishing a different animation, the down smash will be performed one frame faster than if he performs a raw down smash. This is because the move starts charging on frame 1 so if he performs it out of an interruptible action, it will charge the move for 1 frame but if he buffers it out of another animation, this charge frame will be skipped. The non buffered version comes out on frame 5 (frame 10 for the second hit) and it has 34 total frames in ''Brawl'' and 38 in ''Smash 4'' but when buffered, it comes out one frame faster and ends one frame sooner. This was changed in ''Ultimate'' with the move now charging a frame later, on frame 2, making its speed consistent regardless of if the move was buffered or not.
*Zero Suit Samus' down smash has been a staple of her moveset in all three games she has appeared in. Despite having high startup lag, it has very low ending lag, large hitboxes, and [[paralyze]]s the opponent which allows her to follow up with one of her KO options at high percents or start combos at low percents. Although it is very useful in all three games, the move is most effective in ''Brawl'' compared to its successors.
**This is because its ''Brawl'' incarnation has the lowest ending lag, the largest hitboxes, the longest paralysis duration, the highest damage and the lowest knockback. The move can easily chain into itself multiple times and much like a projectile, it only applies [[hitlag]] to the opponent rather than both fighters (which is still the case in ''Smash 4'', but not in ''Ultimate'' where both fighters suffer hitlag). When combined with its very low ending lag, this not only gives Zero Suit Samus minimal lag after hitting the opponent but it also made the move completely safe on shield, especially if charged. The move can also be [[absorb]]ed, which makes it a very effective tool in doubles when Zero Suit Samus is paired with a teammate with an absorption move. This aspect was nerfed in later games both due to the move's lower damage/higher ending lag and the halved damage when a projectile is absorbed by a teammate.
*{{SSBU|Mr. Game & Watch}}'s down smash in ''Ultimate'' is considered one of the best in the game as while it does not have very fast startup, it has low ending lag, long range, it is very safe on shield and hard to punish when spaced due to these points, its sourspot is a strong semi-spike, its sweetspot has strong vertical knockback against aerial opponents and the sweetspot has a long-lasting bury duration against grounded opponents, which can lead into early KOs with forward smash or at the very least, can deal very high damage.
**It was also a very effective move in ''Brawl'' as while it had higher startup lag and lacked a bury effect, it had lower ending lag, a stronger sourspot and a sweetspot with even stronger vertical knockback.
*{{SSBU|Wolf}}'s down smash in ''Ultimate'' is also considered to be one of the best in the game due to its large hitbox that hits below the stage, giving it amazing [[2 frame punish]] potential, while its very high power (even when sourspotted, although its sweetspot is still much stronger) allows it to kill at 60% from the ledge. It also has a rather low endlag despite its moderate startup. This makes it one of Wolf's best edgeguarding tools as well as one of his most reliable KO options.
*{{SSBU|Byleth}}'s down smash is notorious for being one of the strongest down smashes in the game as well as dealing massive shield damage. Although this move has much more startup and ending lag, it can be used to set up shield breaks, such as hitting an opponent's shield with any attack and performing an uncharged down smash if the opponent shields more often. This is one of Byleth's best finishers against shielding opponents.
*{{SSBU|Sephiroth}}'s down smash has the same property, although the move can only connect when the tip of his sword hits the ground and hits in front of him. It is essentially more useful since he can punish shielding opponents or by setting up a fully-charged [[Shadow Flare]] which forces opponents to shield an attack.
**Additionally, Sephiroth's down smash is the only move in the game which has its properties altered depending on whether the hitbox touches the ground or not. Specifically, if the tip of Masamune is planted on the ground, it will be stronger and launch debris into the air, which increases its range. Conversely, if the tip of the sword does not find solid ground (usually if Sepheroth is close to and facing the ledge or on small platforms) the move will be weaker and lack the extra range.
*[[Bayonetta]] and {{SSBU|Kazuya}}’s down smashes are the only down smashes that can [[Meteor Smash]] opponents.


==Gallery==
<gallery>
Down Smash1.jpg|The first part of Ganondorf's down smash, he kicks in front of him
Down Smash2.jpg|The second part, Ganondorf kicks behind him.
</gallery>
== See also ==
== See also ==
*[[Down smash chart]]
*[[Forward smash]]
*[[Forward smash]]
*[[Up smash]]
*[[Up smash]]


{{Attacks}}
{{Attacks}}
[[Category:Game Controls]]
 
[[Category:Attacks]]
[[Category:Game controls]]
[[Category:Down smashes|*]]
[[Category:Smash attacks]]
[[es:Ataque Smash hacia abajo]]

Latest revision as of 04:58, August 21, 2024

Mario's down smash in Melee.
Olimar's down smash in Super Smash Bros. 4.

Down smash (abbreviated d-smash) or down smash attack (下スマッシュ攻撃, Down/lower/under smash attack) is a smash attack performed by any character by tapping the Control Stick downward and pressing the attack button at the same time or by pressing down on the C-stick. In Super Smash Bros. Melee, the C-stick cannot be used in one-player mode.

Since Super Smash Bros. Melee, all smash attacks can be charged by holding down the A button for up to one second, multiplying damage and knockback by up to 1.4. In Ultimate, with some exceptions, these charges can be held for up to 3 seconds (or 180 frames), but the attack stops increasing in strength after the 1 second mark.

Down smashes are generally the fastest, weakest smash attack in a character's arsenal, and almost all of them hit on both sides of the character, making them useful for coverage or punishing rolls. While not universal, some down smashes hit in front then behind, with the back hit being stronger to reward punishing rolls or dodges, such as Ike's; other down smashes will instead have a first hit which sends at an angle that combos into the second stronger hit, such as Ganondorf's. Many down smashes can be described as "on the ground" attacks (usually abbreviated to OTG), meaning they are specifically designed to hit opponents lying on the ground.

Prior to Ultimate, down smashes were not as flexible to use as the other smash attacks; they couldn't be used out of a dash or out of shield like up smashes can, nor could they be used in the first few frames of a dash or out of a pivot like forward smashes.

List of down smashes[edit]

Character Description
Banjo & Kazooie Kazooie opens her wings and slams them on the ground.
Bayonetta Stomps on the ground in front of herself, then uses her Wicked Weaves to summon Madama Butterfly's foot for a near-immediate followup stomp in front of herself.
Bowser Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Retreats to his shell and spins around rapidly to strike with his spikes.
Super Smash Bros. Ultimate Crouches slightly and slashes low to the ground with his claws in front of himself and then behind himself.
Bowser Jr. Deploys two wrecking balls from the Junior Clown Car and slams them onto the ground on either side of himself.
Byleth Performs a spinning sweep with Aymr.
Captain Falcon Super Smash Bros. Hops up and performs a 360° roundhouse kick, striking both in front of and behind himself.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Throws a straight kick, then uses the same leg for a back kick behind himself.
Charizard Stomps on the ground, shaking the earth for a heavy hit.
Chrom Slashes low to the ground in front of himself, then behind himself.
Cloud Jabs the hilt of the Buster Sword forwards and leads that into a reverse-grip stab behind himself.
Corrin Leans forwards on one leg and stabs with Omega Yato while morphing their other leg into a draconic lance and stabbing it backwards.
Daisy Crouches and spins, rapidly attacking with the hem of her dress.
Dark Pit Slashes outwards with one of his blades in front of himself, then stabs backwards in reverse grip with the other one.
Dark Samus Sweeps her leg low in a circle around herself.
Diddy Kong Performs a breakdancing sweep kick.
Donkey Kong Super Smash Bros. Extends his legs and performs a spin to sweep with them all around himself.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Slams both his fists onto the ground.
Dr. Mario Performs a breakdancing sweep kick. It resembles Mario's Sweep Kick move from Super Mario 64.
Duck Hunt The gunman to fires in front of the dog and duck, then behind them, and then in front of them again, sending the duo into a panic.
Falco Performs a quick split kick.
Fox Performs a quick split kick.
Ganondorf Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Throws a straight kick, then uses the same leg for a back kick behind himself.
Super Smash Bros. Ultimate Takes out the SpaceWorld 2000 sword, jabs its pommel forwards along the ground, and then stabs backwards with it.
Greninja Swipes inwards with a pair of watery blades, covering both sides.
Hero Slashes low to the ground in front of himself, then behind himself.
Ice Climbers Super Smash Bros. MeleeSuper Smash Bros. Brawl Hop up while swiping their hammers in a circle around the ground.
Super Smash Bros. Ultimate The leader swings their hammer inwards in front of themselves, while the follower does the same in the opposite direction.
Ike Slashes low to the ground in front of himself, then behind himself.
Incineroar Hops up a short distance and then performs a body splash as it lands on the ground. Can dodge particularly low-profile attacks if timed correctly.
Inkling Swings the Slosher in a circle at their feet, striking both with the weapon and its ink.
Isabelle Swings a small bucket of water in a circle around her feet.
Ivysaur Swipes inwards with both of its vines, covering both in front and behind.
Jigglypuff Spins around before puffing itself downwards, striking with a foot-inflating split kick.
Joker Swings his knife low to the ground in a circle around his feet.
Kazuya Karate chops downwards in his demon form. Can meteor smash.
Ken Performs a fast, low leg sweep in front of himself.
King Dedede Sweeps his hammer in a circle around himself.
King K. Rool Jumps up and then belly-flops onto the ground, causing a quake. Can dodge particularly low-profile attacks if timed correctly.
Kirby Performs a spinning two-footed sweep kick.
Link Slashes low to the ground in front of himself, then behind himself.
Little Mac Hangs low to the ground and quickly punches on either side of himself.
Lucario Performs a pair of simultaneous outward aura-powered palm thrusts.
Lucas Points to the ground in front of himself, firing off three successive blasts of PSI energy.
Lucina Slashes low to the ground in front of herself, then behind herself.
Luigi Performs a breakdancing sweep kick. It resembles Mario's Sweep Kick from Super Mario 64.
Mario Performs a breakdancing sweep kick. It resembles his Sweep Kick from Super Mario 64.
Marth Slashes low to the ground in front of himself, then behind himself.
Mega Man Uses Flame Blast, which releases a pillar of flame from each of his Mega Busters, causing them to overheat.
Meta Knight Slashes low to the ground in front of himself, then behind himself.
Mewtwo Points at the ground, unleashing an explosion of darkness.
Mii Brawler Stands on one leg while throwing a jab forwards and a kick backwards.
Mii Gunner Blasts their cannon in front of themselves, then spins around and blasts again behind them.
Mii Swordfighter Slashes low to the ground in front of themselves, then behind themselves.
Min Min Performs a quick split kick.
Mr. Game & Watch Slams two hammers onto the ground simultaneously.
Mythra Spins on one leg, kicking behind herself with the other and swinging the Aegis Sword in front then vice versa.
Ness "Walks the dog" with his yo-yo.
Olimar Points on either side of himself, commanding his first and second-ordered Pikmin to perform simultaneous headbutts along the ground on either side of himself. The damage and knockback depend on the Pikmin commanded.
Pac-Man Holds his palms out, unleashing Pinky and Clyde to strike on both sides of himself.
Palutena Swings downwards with a pair of light wings.
Peach Crouches and spins, rapidly attacking with the hem of her dress.
Pichu Super Smash Bros. Melee Rapidly spins on the ground.
Super Smash Bros. Ultimate Rapidly spins on the ground while emitting electricity.
Pikachu Super Smash Bros. Performs a breakdancing sweep kick.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Rapidly spins on the ground while emitting electricity.
Piranha Plant Holds its head in place, pivoting its body around it to strike on both sides with its pot.
Pit Slashes outwards with one of his blades in front of himself, then stabs backwards in reverse grip with the other one.
Pyra Spins on one leg, kicking behind herself with the other and swinging the Aegis Sword in front then vice versa.
R.O.B. Lowers his arms and rapidly spins them to strike several times.
Richter Spins, sweeping the Vampire Killer along the ground in a wide circle.
Ridley Hops up, then drops back down wings-first.
Robin Swings the equipped sword straight downwards onto the ground, emitting an electric shock that travels along the ground if the Levin Sword is equipped.
Rosalina & Luma Rosalina: Performs an alternating pair of low standing shin kicks, creating a small swirl of space dust at her feet for each one.
Luma: Throws a spinning one-footed kick behind itself, then in front as it completes its spin.
Roy Slashes low to the ground in front of himself, then behind himself.
Ryu Performs a fast, low leg sweep in front of himself.
Samus Sweeps her leg low in a circle around herself.
Sephiroth Performs a downward-angled stab directly in front of him with Masamune.
Sheik Performs a rapid series of spinning kicks while balancing on her back.
Shulk Lays the Monado low to the ground, then spins around with it, striking several times.
Simon Spins, sweeping the Vampire Killer along the ground in a wide circle.
Snake Super Smash Bros. Brawl Plants a landmine in the ground at his feet, which then explodes if attacked or walked over.
Super Smash Bros. Ultimate Performs a quick pair of low shin kicks while standing.
Sonic Super Smash Bros. Brawl Assumes his ball form and quickly zips forwards, then backwards along the ground.
Super Smash Bros. 4Super Smash Bros. Ultimate Performs a quick split kick.
Sora Hops into the air and stabs the ground with his Keyblade, causing a shockwave. Can dodge particularly low-profile attacks if timed correctly.
Squirtle Retreats to its shell for a spin attack.
Steve Pours a bucket of lava out in front of himself, then behind. Briefly affected by gravity.
Terry A low kick in front of himself.
Toon Link Slashes low to the ground in front of himself, then behind himself.
Villager Uses a shovel to strike the ground in front of and then behind themselves, burying opponents.
Wario Lays on the ground and spins around.
Wii Fit Trainer Kneels on the ground, then performs an Arm and Leg Lift to strike forwards with a spearhand and backwards with a back kick.
Wolf Slashes across the ground with his claws in front of and then behind himself.
Yoshi Crouches and sweeps his tail forwards, then backwards.
Young Link Slashes low to the ground in front of himself, then behind himself.
Zelda Performs a quick, short-ranged shin kick in front of herself, then behind herself with the same leg.
Zero Suit Samus Aims her Paralyzer at a downwards diagonal angle and fires it at the ground in front of herself.

Notable down smashes[edit]

Peach's down smash in Melee.
  • While most down smashes are designed to hit on both sides of a character, there are a small number of characters with one-sided down smashes, including Mewtwo, Zero Suit Samus, Lucas, Ryu, Ken, Bayonetta, Terry, Sephiroth, and Kazuya. In addition, Robin's down smash only hits on one side with the Bronze Sword equipped, but sends out an electric wave which reaches backwards with the Levin Sword equipped. Olimar's down smash also fails to hit behind him if he only has one available Pikmin. Furthermore, as of Ultimate, both of the Ice Climbers individually have one-sided down smashes, but when the climbers are together, they will succeed in covering both sides.
  • From Melee onward, but not in Smash 4, Ness's down smash can hit opponents while charging as the yo-yo comes to rest on the stage behind him. This is especially dangerous in Ultimate, where the yo-yo can fall down and hang off of ledges and hits multiple times, allowing it to lead into the attack properly. It is the only down smash to have a hitbox while charging. Ness's similarly-functioning up smash is the only up smash to have such a distinction, while Corrin possesses the only such forward smash. Also notable is that Ness, and Luma are the only characters with down smashes to hit first behind and then in front, as opposed to first in front and then behind. In Ness's case, this is presumably to give more utility to the charging hitbox, as his up smash already covers his front.
  • In Brawl, Snake's down smash causes him to plant a mine in the ground. Once planted, it will explode if struck by any hitbox or touched by any character, including Snake, which grants it incredible versatility for stage control. This is the only projectile down smash. Also unique to the move is that, as it is charged, the mine becomes increasingly difficult to see in addition to becoming stronger.
  • Villager and, in Ultimate, Mr. Game & Watch, are the only characters whose down smashes can bury opponents.
  • Ridley, Incineroar, King K. Rool and Sora all perform a short upwards hop during the startup of their down smashes. While most of them do not feature any sort of protection such as intangibility, the hop allows them to dodge certain attacks and punish them heavily. This leads them to sometimes be humorously labeled "spot dodges with hitboxes". Of particular note is King K. Rool's, which possesses his characteristic Belly Super Armor, and Sora's, which grants generous amounts of intangibility.
  • In Melee, Peach's down smash is a fearsome attack by any measure. Unlike most multi-hit attacks, all of its hits deal individually high damage and knockback. At low percentages, especially against a crouch cancelling opponent, it can deal astonishingly high damage. Its high semi-spike knockback and fast speed also makes it a great tool for edge-guarding. Since Brawl, however, the attack has been nerfed, and is now a fairly standard multi-hit attack.
  • In Brawl, the Ice Climbers's down smashes are capable of dealing extreme damage. As both Ice Climbers perform their own down smashes and the animation involves them both performing a front and back sweep, the move is capable of hitting up to four times if the opponent is very close, which deals 42% (the second highest out of any down smash in Brawl). This move was nerfed heavily in Ultimate, as the Ice Climbers now individually perform a sweep in each direction, and even if both hits land, it only deals around half the damage of the original attack (22.7%).
  • In Brawl, Meta Knight's down smash is both among his fastest attacks and strongest KO options, and is notoriously difficult to punish due to its long range and transcendent priority. It comes out on frame 4 and it has a total duration of 33 frames, being tied for the lowest in both categories. In later games, its power and range were reduced in addition to the move receiving more ending lag although it still remains an extremely fast down smash.
    • In Brawl and Smash 4, Meta Knight's down smash has a strange property. If Meta Knight buffers a down smash just before finishing a different animation, the down smash will be performed one frame faster than if he performs a raw down smash. This is because the move starts charging on frame 1 so if he performs it out of an interruptible action, it will charge the move for 1 frame but if he buffers it out of another animation, this charge frame will be skipped. The non buffered version comes out on frame 5 (frame 10 for the second hit) and it has 34 total frames in Brawl and 38 in Smash 4 but when buffered, it comes out one frame faster and ends one frame sooner. This was changed in Ultimate with the move now charging a frame later, on frame 2, making its speed consistent regardless of if the move was buffered or not.
  • Zero Suit Samus' down smash has been a staple of her moveset in all three games she has appeared in. Despite having high startup lag, it has very low ending lag, large hitboxes, and paralyzes the opponent which allows her to follow up with one of her KO options at high percents or start combos at low percents. Although it is very useful in all three games, the move is most effective in Brawl compared to its successors.
    • This is because its Brawl incarnation has the lowest ending lag, the largest hitboxes, the longest paralysis duration, the highest damage and the lowest knockback. The move can easily chain into itself multiple times and much like a projectile, it only applies hitlag to the opponent rather than both fighters (which is still the case in Smash 4, but not in Ultimate where both fighters suffer hitlag). When combined with its very low ending lag, this not only gives Zero Suit Samus minimal lag after hitting the opponent but it also made the move completely safe on shield, especially if charged. The move can also be absorbed, which makes it a very effective tool in doubles when Zero Suit Samus is paired with a teammate with an absorption move. This aspect was nerfed in later games both due to the move's lower damage/higher ending lag and the halved damage when a projectile is absorbed by a teammate.
  • Mr. Game & Watch's down smash in Ultimate is considered one of the best in the game as while it does not have very fast startup, it has low ending lag, long range, it is very safe on shield and hard to punish when spaced due to these points, its sourspot is a strong semi-spike, its sweetspot has strong vertical knockback against aerial opponents and the sweetspot has a long-lasting bury duration against grounded opponents, which can lead into early KOs with forward smash or at the very least, can deal very high damage.
    • It was also a very effective move in Brawl as while it had higher startup lag and lacked a bury effect, it had lower ending lag, a stronger sourspot and a sweetspot with even stronger vertical knockback.
  • Wolf's down smash in Ultimate is also considered to be one of the best in the game due to its large hitbox that hits below the stage, giving it amazing 2 frame punish potential, while its very high power (even when sourspotted, although its sweetspot is still much stronger) allows it to kill at 60% from the ledge. It also has a rather low endlag despite its moderate startup. This makes it one of Wolf's best edgeguarding tools as well as one of his most reliable KO options.
  • Byleth's down smash is notorious for being one of the strongest down smashes in the game as well as dealing massive shield damage. Although this move has much more startup and ending lag, it can be used to set up shield breaks, such as hitting an opponent's shield with any attack and performing an uncharged down smash if the opponent shields more often. This is one of Byleth's best finishers against shielding opponents.
  • Sephiroth's down smash has the same property, although the move can only connect when the tip of his sword hits the ground and hits in front of him. It is essentially more useful since he can punish shielding opponents or by setting up a fully-charged Shadow Flare which forces opponents to shield an attack.
    • Additionally, Sephiroth's down smash is the only move in the game which has its properties altered depending on whether the hitbox touches the ground or not. Specifically, if the tip of Masamune is planted on the ground, it will be stronger and launch debris into the air, which increases its range. Conversely, if the tip of the sword does not find solid ground (usually if Sepheroth is close to and facing the ledge or on small platforms) the move will be weaker and lack the extra range.
  • Bayonetta and Kazuya’s down smashes are the only down smashes that can Meteor Smash opponents.

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