Super Smash Bros. series

Down aerial: Difference between revisions

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[[File:Mario Sonic and Mega Man.jpg|thumb|250px|Sonic's down aerial in {{forwiiu}}.]]
[[File:Mario Sonic and Mega Man.jpg|thumb|250px|Sonic's down aerial in {{forwiiu}}.]]
The '''down aerial''' ({{ja|下空中攻撃|Shita kūchū kōgeki}}, ''Down/lower/under midair attack''; commonly abbreviated as '''down air''', '''dair''' or '''D-Air''' and referred to as '''AttackAirLw''' in ''Melee''{{'}}s {{SSBM|Debug Menu}} and internal ''Brawl'' files) is an [[aerial attack]] that is performed in midair by pressing the attack button and tilting the [[Control Stick]] downwards. Its official term varies between titles, where it is known as a '''down midair attack''' in ''[[Super Smash Bros. Melee]]'', and a '''down air attack''' in ''[[Super Smash Bros. Brawl]]''. Many of these moves are [[meteor smash]]es and some of these moves can be [[stall-then-fall]]s or [[Drill (archetype)|drill]]s as well.
[[File:Lucario D-air Brawl.png|thumb|250px|Lucario's down aerial in ''Brawl''.]]
[[File:MarthDownAerialSSBM.gif|thumb|Animation of {{SSBM|Marth}}'s down aerial in ''Melee''.]]
The '''down aerial''' ({{ja|下空中攻撃|Shita kūchū kōgeki}}, ''Down/lower/under midair attack''; commonly abbreviated as '''Dair''' or '''d-air''', and referred to as '''AttackAirLw''' internally) is an [[aerial attack]] that is performed in midair by pressing the attack button while tilting the [[control stick]] downward. Its official term varies between titles, where it is known as a '''down midair attack''' in ''[[Super Smash Bros. Melee]]'', and a '''down air attack''' from ''[[Super Smash Bros. Brawl]]'' onward. Many of these moves are [[meteor smash]]es, and typically either are single or multi-hit attacks directly below the character, or are [[stall-then-fall]]s where the character briefly hovers in the air, then rockets downwards.


==List of down aerials in ''[[Super Smash Bros.]]''==
==List of down aerials==
All down aerials in ''Super Smash Bros.'' are spikes, with the exception of Pikachu's and Link's. Many of the spikes are [[Drill (archetype)|drills]], and ''SSB'' is notable for allowing characters to [[DI]] out of them fairly easily.
Unless stated otherwise, all down aerials are assumed to have the ability to [[meteor smash]], with most of them requiring a clean hit or {{b|sweetspot|hitbox}} to be landed.
{|class="wikitable"
!Character
!Description
!Damage
|-
|{{SSB|Captain Falcon}} || Thrusts both feet below him. A powerful [[spike]]. Can also combine a down aerial into [[Falcon Punch]] at mid or high percents depending on character. || 14%
|-
|{{SSB|Donkey Kong}} || Thrusts both feet below him. High power spike. Poor range. Combos well into both up smash, aerials, and Giant Punch at varying percentages. || 13%
|-
|{{SSB|Fox}} ||  Does a very fast drill kick. Easy to DI out of. Combos into up smash, shine, and tap a combos. A very weak spike. Can do 7 kicks in total. || 2% per hit; 14% if all hits connect.
|-
|{{SSB|Jigglypuff}} || Does a drill kick similar to Kirby's. Similar to the other drill based characters, combos into up tilts and up B. Like Kirby's, it is a spike, but it is much weaker. Does 10 kicks total. || 3% damage per hit; 30% damage if all hits connect.
|-
|{{SSB|Kirby}} || A drill kick that is very difficult to DI out of, very useful in both combos and gimping. Considered by many the best gimping move in all of ''SSB''. Down aerial on the ground combos into [[up tilt]]s and [[forward smash]]es. It is also strong against [[shield]]s. Does 10 kicks in total. || 3% per hit; 30% if all hits connect.
|-
|{{SSBB|Link}} || Thrusts his sword below him. Very useful move to short hop. Has the most ending lag of any aerial and is overall the best way of showing the difference between not [[L-cancel|Z-cancel]]ling and Z-cancelling. Great power and great vs shields if Z-cancelled. Can bounce off of opponents. || 16%
|-
|{{SSB|Luigi}} || A drill kick spike. It's easy to DI out of. A good combo move and good vs shields. Can combo a down aerial into [[Super Jump Punch]]; or down aerial into [[up aerial]] into Super Jump Punch. Does 8 separate kicks in total. || 3% per hit; 24% if all hits connect.
|-
|{{SSB|Mario}} || Similar to Luigi, has quicker hits and is harder to DI out of. Combos into up aerial. Useful against shields and for edgeguarding. Does 8 kicks in total. || 3% per hit; 24% if all hits connect.
|-
|{{SSB|Ness}} || Thrusts one foot down. A good spike or meteor smash if it connects. || 15%
|-
|{{SSB|Pikachu}} || Thrusts its head down, surrounds itself in [[electric]]ity, and electrocutes the opponent. A disjointed move like some of Pikachu's other aerials, but has high landing lag if its head gets slammed to the ground. Great shield stun. Can be used for KOing conditions. || 13%
|-
|{{SSB|Samus}} || Thrusts her arm cannon below her. A high power spike. Usually considered Samus's best move. Main KO combo is down aerial into [[back aerial]] or charge shot. Can also repeatedly down aerial opponents and anticipate [[tech]]s. Short hop down aerials can lead to [[shield break]] if the opponent is careless. || 14%
|-
|{{SSB|Yoshi}} || Rapidly moves feet to damage the opponent. The most damaging move in ''SSB'' if all hits connect. A shield breaker, but also a drill and is easy to DI out of. Weakest [[DJC]] aerial, but good to combo into forward smash. One of the weakest spikes in the game. Does 14 kicks in total. || 4% per hit; 56% if all hits connect.
|-
|}


==List of down aerials in ''[[Super Smash Bros. Melee]]''==
{| class="wikitable"
{|class="wikitable"
!Character
!Description
!Damage
|-
|-
|{{SSBM|Bowser}} || Spins upside-down in his shell. Can be used in a somewhat similar fashion to Mario's due to the multiple quick hits, though the landing lag is comparatively larger. The landing hit can [[semi-spike]]. || 1%-15%, depending on number of connecting hits
! Character !! Description
|-
|-
|{{SSBM|Captain Falcon}} || Thrusts his legs below him. A very powerful and fast meteor smash. If the attack connects in the [[Nipple spike|upper]] [[hitbox]], the attack becomes a spike and therefore it cannot be meteor canceled. || 16%
|[[Banjo]] & [[Kazooie]]||Performs the Beak Buster, where Banjo flips upside-down and Kazooie pounds the ground with her beak.
|-
|-
|{{SSBM|Donkey Kong}} || Stomps the air below him. Will always [[meteor smash]] his foe with powerful knockback, but is rather slow. || 16%
|[[Bayonetta]]||Somersaults and performs a falling axe kick with her legs split. Possesses a landing hitbox.
|-
|-
|{{SSBM|Dr. Mario}} || Similar to Mario's, but dealing seven hits with more damage and a different sound effect. || 12% if all hits connect.
|[[Bowser]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Retreats into his shell and spins horizontally with his spikes pointing downward, hitting multiple times. Possesses a landing hitbox.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Retreats into his shell and rises slightly with his spikes pointing downward, then performs a spinning dive. Possesses a landing hitbox.
|-
|-
|{{SSBM|Falco}} || Similar to Fox's down aerial, but will instead strike once and powerfully spike his opponent. While very easy to perform and combo into, especially on-stage, the move is one of the riskiest in all the game to use off-stage, due to its long duration, Falco's high falling speed, and his poor recovery. In PAL regions, only the first half of the attack can spike. || 9-12%
|[[Bowser Jr.]]||Rotates a drill from the [[Koopa Clown Car]] below himself, hitting multiple times. Cannot meteor smash conventionally. Possesses a landing hitbox.
|-
|-
|{{SSBM|Fox}} || Performs a drill kick. Another Mario-esque Down Midair Attack, useful for generally the same purposes. However, this attack is a spike, albeit an extremely weak one. It produces noticeable knockback against only lower [[handicap]]ped opponents. || 19% if all hits connect.
|[[Byleth]]||Swings downward with Aymr.
|-
|-
|{{SSBM|Ganondorf}} || Similar to Captain Falcon's, but is much more powerful. It is by far the strongest meteor in the game and is also the strongest aerial in the game when landed on airborne opponents. It is so powerful, it reliably KOs almost every character while grounded under 100%. Widely considered to be the best meteor in the game due to its power, speed, very large hitbox (almost up to his head), and surprisingly low aerial ending lag, making it a low risk meteor that is easy to land and recover from; Ganondorf's average falling speed and above average recovery also aid this. However, unlike Falcon's down aerial, the top hitbox does not [[nipple spike]], and it cannot cancel out projectiles, due to having [[transcendent priority]]. || 22%
|[[Captain Falcon]]||Stomps with both legs.
|-
|-
|{{SSBM|Ice Climbers}} || Place their hammers below them, and drop down. Knocks the enemy a significant distance upwards. This attack has extremely low set knockback. || 7-9% per climber; total 17%
|[[Charizard]]||{{GameIcon|SSBB}} Stomps with both legs.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Stomps with one leg.
|-
|-
|{{SSBM|Jigglypuff}} || Performs a drill kick identical to Kirby's, but only meteor smashes with the first hitbox rather weakly. The meteor is very difficult to perform, and Jigglypuff has other, better, safer edgeguarding tactics, notably its [[Wall of Pain]]. || 14% if all hits connect
|[[Chrom]]||Performs a two-handed takedown slash.
|-
|-
|{{SSBM|Kirby}} || Performs a drill kick. It is a weak but effective meteor. It is effective, as Kirby can drag the opponent down with him and recover easily, compensating for its weak knockback. || 16% if all hits connect.
|[[Cloud]]||Performs a lingering downward thrust with the Buster Sword.
|-
|-
|{{SSBM|Link}} || Thrusts his sword below him. It is a very powerful attack, among aerial attacks and Link's variety of attacks; it deals 22% on the outset, and it can KO reliably as low as 80% to 90%. Additionally, Link can "bounce" on opponents with the attack, hitting them up to three times. Despite its great power, this attack has notorious landing lag (the longest of all aerials in the game). This is also Link's most powerful attack and one of the strongest down aerials in the game. || 22%
|[[Corrin]]||Transforms both legs into spears and does a diving kick, hitting multiple times. Possesses a landing hitbox.
|-
|-
|{{SSBM|Luigi}} || Spins around, performing a downwards kick. Appears identical to Mario's, but instead of multiple, low-knockback hits, he performs one quick spin that can knock the enemy in diverse directions. If Luigi hits his foe with his spinning fists or hip during the start of the attack, they will be powerfully meteor smashed. If sourspotted, this aerial still produces very powerful horizontal knockback, making it a very effective edgeguard. This is Luigi's most powerful aerial. || 8-16%
|[[Daisy]]||Rapidly kicks at a diagonally downward angle four times. Cannot meteor smash.
|-
|-
|{{SSBM|Mario}} || Performs a drill kick. Is somewhat functionally identical to his [[Mario Tornado]] (in fact dealing the same amount of damage), but strikes faster, is harder to escape from, and has no finishing punch, making it a good damage-racker and having good combo potential. || 10%
|[[Dark Pit]]||Slashes downward in an arc starting from the front.
|-
|-
|{{SSBM|Marth}} || Slashes his sword downward. Very fast and spikes the opponent when tipped. It is utilized in conjunction with his [[forward aerial]] for the [[Ken Combo]]. While it has almost no start-up lag, it has moderate ending and landing lag, making it risky if performed off stage, though its angled trajectory makes it useful on-stage. In the [[PAL]] versions of the game, it is a meteor smash instead, though it still sends opponents at an angle. || 9% (base), 10% (middle), 13% (tip)
|[[Dark Samus]]||Turns upside down and swings her Arm Cannon in an arc starting from the back.
|-
|-
|{{SSBM|Mewtwo}} || Backflips and kicks downwards. It has three hitboxes varying from being weak to moderate in strength. All three hitboxes meteor smash. The meteor is slow and has small sweetspots, but Mewtwo's floaty falling speed and great recovery make it a low risk meteor. || 16% when sweetspotted
|[[Diddy Kong]]||Performs a [[Wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]] swing.
|-
|-
|{{SSBM|Mr. Game & Watch}} || Pulls a key out and plunges downward. If it hits ''immediately'' at the start of the attack, Mr. Game & Watch will meteor smash his foe with good power. ||19-20%
|[[Donkey Kong]]||{{GameIcon|SSB}} Stomps with both legs.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Stomps with one leg.
|-
|-
|{{SSBM|Ness}} || Stomps the air below him with his foot. It will always meteor smash his opponent. It has high base knockback, being the only meteor other than Ganondorf's down aerial to be able to pop up all characters at 0%. However, it has very low knockback scaling, and it cannot KO reliably until 200%. It also has long starting and ending lag, making it a moderately high risk meteor to use. ||12%
|[[Dr. Mario]]||{{GameIcon|SSBM}}{{GameIcon|SSB4}} Performs a drill kick at a slight diagonal angle. Possesses a landing hitbox but cannot meteor smash.<br/>{{GameIcon|SSBU}} Stretches his body and stomps with both legs.
|-
|-
|{{SSBM|Peach}} || Kicks below herself. A good combo starter, but deals low damage and produces barely any knockback. || 11% if all hits connect
|[[Duck Hunt]]||The dog turns towards the screen and performs a somersaulting headbutt, then thrusts his lower back to propel the duck downward, who performs a somersaulting peck.
|-
|-
|{{SSBM|Pichu}} || Identical to Pikachu's, but Pichu will receive 1% damage upon using it, and another 1% when landed. It is also a multi-hit move, unlike Pikachu's (but extra [[recoil]] damage is only incurred once). || 14% if all hits connect.
|[[Falco]]||Performs a single-hitting drill kick at a slight diagonal angle.
|-
|-
|{{SSBM|Pikachu}} || Turns upside down and spins around, emitting electricity from its cheeks. Another simple drill move that strikes once with decent power, but it suffers from high landing lag. ||12%
|[[Fox]]||Performs a multi-hitting drill kick at a slight diagonal angle. From ''Smash 4'' onward, it possesses a landing hitbox, but cannot meteor smash conventionally.
|-
|-
|{{SSBM|Roy}} || Identical to Marth's, but the [[sweet spot (hitbox)|sweet spot]] required to meteor smash is located a bit higher and significantly more difficult to land. The meteor is very weak, and its long ending lag, coupled with Roy's high falling speed, makes it among the highest-risk aerials in the game. || 9% at the base, 6% near the tip
|[[Ganondorf]]||Stomps with both legs, producing an [[electric]] effect on hit.
|-
|-
|{{SSBM|Samus}} || Swings her arm below her. It is a powerful meteor smash with a wide hitbox, but it has rather slow start-up lag. Due to Samus' floaty air speed and long, varied recovery, it is a low risk meteor that is easy to perform. || 16%
|[[Greninja]]||Performs a diving kick with both legs, bouncing off upon hitting an opponent.
|-
|-
|{{SSBM|Sheik}} || Points her leg out and falls at a downwards angle. Knocks her foe very slightly horizontally with mostly vertical knockback. ||9-11%
|[[Hero]]||Thrusts his sword downward with one hand.
|-
|-
|{{SSBM|Yoshi}} || Kicks his legs very rapidly below him. It weakly meteor smashes, but it is inferior to his forward aerial for meteor smashing. Its main use is not in KOing, but damage racking, and it is very potent at it, being the most damaging aerial in the game by far if all hits connect.|| Can deal an absolute maximum of 53%.
|[[Ice Climbers]]||{{GameIcon|SSBM}} Perform a lingering downward thrust with their hammers. Cannot meteor smash.<br/>{{GameIcon|SSBB}}{{GameIcon|SSBU}} Perform a diving thrust with their hammers. Cannot meteor smash.
|-
|-
|{{SSBM|Young Link}} || Identical to Link's, but it meteor smashes opponents very powerfully (or sends grounded opponents at the soft platform upward) if he lands his down aerial with the hilt. Also, it meteor smashes opponents at a different angle if they are to the side and above Young Link, making it useful for edgeguarding opponents from above if timed correctly. The meteor is strong enough to be capable of star KOing any grounded opponents (if the character is at the soft platform) around 75%. Though weaker than Link's down aerial, this is still a very powerful down aerial and is also Young Link's most powerful attack. || 14% when the move comes out and deals 17% damage afterward. The meteor smash sets the foe on fire and inflicts 17-21%.
|[[Ike]]||Performs a two-handed takedown slash.
|-
|-
|{{SSBM|Zelda}} || Sticks her leg out below her. This is a meteor smash, but an extremely weak one. It is the weakest meteor smash in the game.  Curiously, it does have a very weak spike hitbox, but only if the opponent is above her waist. || 8%
|[[Incineroar]]||Stomps with both legs.
|-
|-
|}
|[[Inkling]]||Thrusts the Splattershot downward.
 
==List of down aerials in ''[[Super Smash Bros. Brawl]]''==
{|class="wikitable"
!Character
!Description
!Damage
|-
|-
|{{SSBB|Bowser}} ||Turns upside down while retracting inside his shell and spins himself into the ground. Creates a small shockwave that damages nearby enemies if he hits the ground. The last hit can [[meteor smash]], but it's weak and overall not recommended. Often used for [[SHFF]]s due to its high damage output and extra hit upon landing. ||3% (hits 1-9), 2% (landing)
|[[Isabelle]]||Thrusts two turnips downward.
|-
|-
|{{SSBB|Captain Falcon}} ||Stomps downward with both his feet. The hitbox on Captain Falcon's legs produces a powerful [[meteor smash]]. If he connects with his body, the opponent is powerfully [[semi-spike]]d. ||14%
|[[Ivysaur]]||Turns upside down and blasts pollen from its bulb, stalling briefly in midair afterwards.
|-
|-
|{{SSBB|Charizard}} ||Stomps downward with both feet. It will always [[meteor smash]]es aerial opponents with above average power, but sends grounded opponents on an upwards diagonal trajectory. It's the second strongest meteor on grounded opponents. Very effective due to Charizard's multiple jumps and the move's short duration. ||14%
|[[Jigglypuff]]||Performs a drill kick at a slight diagonal angle, hitting multiple times. Cannot meteor smash conventionally from ''Melee'' onward.
|-
|-
|{{SSBB|Diddy Kong}} ||Swings both arms downward in a double axe-handed punch. A strong [[meteor smash]] that's fast, but a little difficult to land due to its small hitbox. ||12%
|[[Joker]]||Turns upside down and slashes in an arc starting from behind. If active, Arsene stomps with one leg after Joker's attack. Only Arsene's attack can meteor smash.
|-
|-
|{{SSBB|Donkey Kong}} ||Stomps his foot below him while performing a strong-man pose in midair. Always treated as a [[meteor smash]] when it hits. ||16% (foot), 13% (body)
|[[Kazuya Mishima|Kazuya]]||Performs Demon Scissors, a somersault before swinging his leg downward, landing on his back. Cannot meteor smash.
|-
|-
|{{SSBB|Falco}} ||Turns diagonally and spins with his foot extended. A strong [[spike]] if the attack lands at the first half of the move, otherwise the second half of the move produces weak horizontal knockback. ||13% (clean), 8% (late)
|[[Ken]]||Throws out a {{iw|wikipedia|cross|boxing}} at a diagonally downward angle.
|-
|-
|{{SSBB|Fox}} ||A spinning drill kick that hits multiple times in succession. It can [[meteor smash]], but it's hardly noticeable at lower percentages due to its very weak power, being the weakest meteor smash in the game. It is useful when shorthopped for combos and is his primary combo starter, especially in conjunction with his up tilt. ||3% (hits 1-7)
|[[King Dedede]]||{{GameIcon|SSBB}} Twirls his hammer below himself, hitting multiple times. Cannot meteor smash.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Swings his hammer downward.
|-
|-
|{{SSBB|Ganondorf}} ||Stomps both his legs downward, dealing strong [[electric]] damage. The move is an extremely powerful [[meteor smash]], being the most powerful meteor smash in the game at percentages higher than 20% and the 3rd strongest at 0%. It is the only meteor in the game that can reliably KO grounded opponents under 100%. Like in ''Melee'', this attack has [[transcendent priority]], and therefore cannot cancel out projectiles. ||22% (legs), 17% (body)
|[[King K. Rool]]||Stomps with both legs.
|-
|-
|{{SSBB|Ice Climbers}} ||Hold their hammers below themselves and fall downwards. A [[stall-then-fall]] move, with the stall being almost unnoticeable. Overall deals low damage and knockback and has some noticeable landing lag. ||8% (leader), 5% (partner)
|[[Kirby]]||Performs a drill kick at a slight diagonal angle, hitting multiple times. Possesses a landing hitbox.
|-
|-
|{{SSBB|Ike}} ||Thrusts Ragnell below him between his legs. If it hits during the initial frames, it [[meteor smash]]es very powerfully, and after the initial swing, it deals weaker upwards knockback. Considered the third strongest meteor smash oin the game. It has great vertical reach but lacks horizontal reach. ||16% (clean), 12% (late)
|[[Link]]||Performs a lingering downward thrust with the Master Sword. Upon hitting an opponent, Link bounces off and can hit them again. Cannot meteor smash prior to ''Smash 4''.
|-
|-
|{{SSBB|Ivysaur}} ||Turns upside-down and shoots a burst of gas out of its bulb that's similar to its up aerial but deals slightly less knockback. There is a small sweetspot at the bulb that [[meteor smash]]es opponents. Using the move halts Ivysaur's aerial momentum entirely. ||10% (sourspot), 8% (sweetspot)
|[[Little Mac]]||Weakly punches downward.
|-
|-
|{{SSBB|Jigglypuff}} ||Spins and drills downwards, hitting multiple times. Similar to Kirby's, but faster, much weaker, and does not [[meteor smash]]. Can lead to a [[Rest]], though difficult. ||2% (hits 1-8)
|[[Lucario]]||Stomps with one leg after the other, releasing aura from its feet and stalling briefly in midair. Cannot meteor smash.
|-
|-
|{{SSBB|King Dedede}} ||Spins hammer around under him for multiple hits, with the final hit delivering low vertical knockback. Works well in the ascent of a ground jump. ||2% (hits 1-6), 5% (hit 7)
|[[Lucas]]||Performs four consecutive stomps, releasing PSI sparks from his feet.
|-
|-
|{{SSBB|Kirby}} ||Spins while kicking downward. The hitboxes itself are weak [[meteor smash]]es, which is useful for [[edgeguarding]] opponents recovering from below. ||2% (hits 1-6), 2% (landing)
|[[Lucina]]||Somersaults horizontally and slashes in an arc starting from behind.
|-
|-
|{{SSBB|Link}} ||Thrusts his sword downward, based on the "Downthrust" from ''Zelda II: The Adventure of Link''. Link will bounce when the attack lands, which makes it possible for him to land an additional hit, but goes through opponents if he fast falls during the move. Has long landing lag if the move is not autocancelled. ||22% (clean), 18% (late), 8% (after bounce)
|[[Luigi]]||{{GameIcon|SSB}} Performs a multi-hitting drill kick at a slight diagonal angle.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}Performs a single-hitting drill kick at a slight diagonal angle.
|-
|-
|{{SSBB|Lucario}} ||Stomps downwards twice powered by aura. Halts Lucario's vertical momentum, which can be used to stall in the ait. It is very powerful when Lucario is at high percentages and it has almost no start-up or ending lag. With its power, speed, and versatility, it is one of the best aerials in the game. ||{{AuraDamageSSBB|8}} (both hits)
|[[Mario]]||{{GameIcon|SSB}}{{GameIcon|SSBM}} Performs a multi-hitting drill kick at a slight diagonal angle. In ''Melee'', it possesses a landing hitbox, but cannot meteor smash.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs the [[Mario Tornado]], previously his [[down special]]; he spins horizontally with his arms extended, hitting multiple times, then fully outstretches his body for a final hit. It possesses a landing hitbox, but cannot meteor smash.
|-
|-
|{{SSBB|Lucas}} ||Thrusts his feet downwards four times, leaving a trail of PSI energy. The fourth hit hit can weakly [[meteor smash]], which is useful for hitting an [[edge-hogging]] opponent. ||5% (hits 1-4)
|[[Marth]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Slashes downward in an arc starting from the front.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Somersaults horizontally and slashes in an arc starting from behind.
|-
|-
|{{SSBB|Luigi}} ||Does a quick down spin kick. Though the move usually has average horizontal knockback if the arms connect, it becomes a strong [[meteor smash]], but is often difficult to land. ||11%
|[[Mega Man]]||Uses the Hard Knuckle, firing one fist as a projectile below himself.
|-
|-
|{{SSBB|Mario}} ||[[Mario Tornado]]: Stretches out both arms and spins horizontally, dealing multiple hits. The outer hitboxes tend to draw the opponent into the center. Very fast start-up and it produces decent knockback on the final hit. This move was previously Mario's [[down special move]] in ''Melee''. ||1% (hits 1-5), 7% (hit 6), 2% (landing)
|[[Meta Knight]]||Slashes downward in an arc starting from the front. Cannot meteor smash.
|-
|-
|{{SSBB|Marth}} ||Swings his sword in a arc below himself. The base of the sword launches opponents horizontally while the tip [[meteor smash]]es opponents. ||12% (base), 14% (tip)
|[[Mewtwo]]||{{GameIcon|SSBM}} Somersaults horizontally and stomps with one leg.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Somersaults horizontally and stomps with one leg, releasing a small blast of dark energy from its foot.
|-
|-
|{{SSBB|Meta Knight}} || Quickly slashes in an arc below himself. Launches opponents in a [[semi-spike]] trajectory, which is useful to attacking opponents with poor horizontal recovery. ||7 (center), 9% (sides)
|[[Mii Brawler]]||Performs a double axe handle swing.
|-
|-
|{{SSBB|Mr. Game & Watch}} ||Pulls out a key and thrusts it towards the ground. A [[stall-then-fall]] move that can be slowed down if the player taps down on the control stick before Mr. Game & Watch falls towards the ground. The tip of the key can [[meteor smash]] opponents but is very short, lasting for a split second. Can be cancelled partway with a midair jump or by [[Fire]], making the move a bit safer compared to the other stall-then-fall moves. ||14% (sweetspot), 13% (sourspot), 6% (landing)
|[[Mii Gunner]]||Thrusts their arm cannon downward and releases a blast from it.
|-
|-
|{{SSBB|Ness}} ||Pulls his legs to his body before stomping down into the air. The attack [[meteor smash]]es opponents if it connects the moment Ness thrusts his foot downward otherwise, it deals weak diagonal-horizontal knockback. ||12% (clean), 9% (late)
|[[Mii Swordfighter]]||Turns upside down and performs a twirling stab, hitting multiple times. Possesses a landing hitbox.
|-
|-
|{{SSBB|Olimar}} ||Arcs a [[Pikmin]] below his knees. Hitting at the sweetspot [[meteor smash]]es opponents in the air, its powers varying depending on which Pikmin is used in the attack. ||R: 16% (clean), 7% (late)<br/>Y: 12% (clean), 9% (late)<br/>B&P: 13% (clean), 10% (late)<br/>W: 5% (clean), 4% (late)
|[[Min Min]]||Performs a diagonal divekick.  
|-
|{{SSBB|Peach}} ||Thrusts legs rapidly below herself at a slight angle, hitting four times. Useful for catching opponents  who are trying to return to the stage at a low angle, which is nearly impossible to evade all four hits if timed right. The fourth kick deals weak vertical knockback. ||3% (hits 1-3), 5% (hit 4)
|-
|-
|{{SSBB|Pikachu}} ||Twirls downwards emitting sparks for one hit. Decent power, but has high landing lag if Pikachu lands on its head. The landing animation also has a hitbox dealing weak knockback. ||12% (attack), 4% (landing)
|[[Mr. Game & Watch]]||{{GameIcon|SSBM}} Thrusts a key downward. Possesses a landing hitbox.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs a diving thrust with a key. Possesses a landing hitbox.
|-
|-
|{{SSBB|Pit}} ||Swipes a blade below him, launching foes upwards if the hit connects. ||12%
|[[Mythra]]||Slashes the Aegis Sword below herself in a wide arc starting in front of herself. Cannot meteor smash.
|-
|-
|{{SSBB|R.O.B.}} ||Pauses momentarily, then blasts his boosters powerfully downwards. The attack pushes R.O.B. upward slightly, but not enough so that R.O.B. can infinitely recover vertically (unless tiny). Will [[meteor smash]] opponents if damage is dealt at base of the burner otherwise, deals weak knockback at the tip. ||12% (base), 13% (booster base), 11% (booster mid), 6% (booster tip)
|[[Ness]]||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}} Stomps with one leg.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Stomps with one leg after a spin, releasing a PSI spark from his foot.
|-
|-
|{{SSBB|Samus}} ||Swinging her arm cannon in a 180 degree arc below her. Can [[meteor smash]] opponents. ||15%
|[[Olimar]]||Grabs his leading Pikmin by its stem and swings it downward. If no Pikmin are following Olimar, he still performs the move, but it has no effect.
|-
|-
|{{SSBB|Sheik}} ||Briefly rises in the air before dropping down with her foot extended. A [[stall-then-fall]] move that comes down fast, but has high landing lag. ||10%
|[[Pac-Man]]||Performs four consecutive stomps. Cannot meteor smash.
|-
|-
|{{SSBB|Snake}} ||Launches four subsequent kicks below himself. Has high lag and the last hit deals high horizontal knockback. Has high lag and the last hit deals high horizontal knockback. Does up to 28% if all hits connect, which is often difficult to land due to Snake's falling speed. ||6% (hit 1), 5% (hits 2-3), 12% (hit 4)
|[[Palutena]]||Performs a roundhouse kick downward.
|-
|-
|{{SSBB|Sonic}} ||Stalls for a brief moment in midair and then shoots downwards, foot first. A [[stall-then-fall]] that lasts a long duration, but can be cancelled partway with his [[Spring Jump]] or any other aerial attacks. Has some landing lag. ||8% (clean), 7% (late)
|[[Peach]]||Rapidly kicks downward four times. Cannot meteor smash.
|-
|-
|{{SSBB|Squirtle}} ||Thrusts its tail downward, spinning around in a multi-hit attack. The last hit has moderate horizontal knockback. ||1% (hits 1-5), 5% (hit 6)
|[[Pichu]]||Turns upside down and spins in a corkscrew, releasing electricity from its head. Causes [[recoil damage]] to Pichu, and possesses a landing hitbox. Cannot meteor smash in ''Melee''.
|-
|-
|{{SSBB|Toon Link}} ||Pauses for a brief moment before thrusting his sword straight down at high speed. A [[stall-then-fall]] move that can [[meteor smash]] during the first few frames of his descent. Just like Link's, it bounces off the opponent, allowing for a second hit. ||16% (clean), 13% (late), 8% (after bounce), 5% (landing)
|[[Pikachu]]||Turns upside down and spins in a corkscrew, releasing electricity from its head. Possesses a landing hitbox. Cannot meteor smash prior to ''Ultimate''.
|-
|-
|{{SSBB|Wario}} ||Flips upside down and spins, drilling with his head. The move works very well for racking up damage due to its speed and Wario's air speed. ||2% (hits 1-6), 4% (hit 7)
|[[Piranha Plant]]||Thrusts its pot downward.
|-
|-
|{{SSBB|Wolf}} ||Slams his hands below him in a fist. Acts as a [[meteor smash]] but it's one of the weakest meteors in the game due to having very knockback scaling. ||15% (arms), 13% (body)
|[[Pit]]||Slashes downward in an arc starting from the front. Cannot meteor smash in ''Brawl''.
|-
|-
|{{SSBB|Yoshi}} ||Flutter kicks very fast below him. Can deal up to 35% on large opponents, the most damaging down aerial in the game. ||2-3% (hits 1-7), 1-2% (hits 8-14)
|[[Pyra]]||Slashes the Aegis Sword below herself in a wide arc starting in front of herself.
|-
|-
|{{SSBB|Zelda}} ||Thrusts one leg below her vertically. Similar to her [[Lightning Kick]], it is a very powerful [[meteor smash]] when sweetspotted, and an extremely weak meteor smash when sourspotted. ||16% (clean), 5% (late leg), 4% (late foot)
|[[R.O.B.]]||Points his base at a slight diagonal angle and activates his thrusters, rising slightly afterwards.
|-
|-
|{{SSBB|Zero Suit Samus}}|| Stalls momentarily in midair, and then shoots down diagonally. If the opponent is hit in the air, they will be [[meteor smash]]ed, which often leads onto the landing hit if there is ground below them. A [[stall-then-fall]] move.||5% (aerial), 4% (grounded), 5% (landing)
|[[Richter]]||Performs a diagonal divekick, bouncing off upon hitting an opponent.
|}
 
==List of down aerials in ''[[Super Smash Bros. 4]]''==
{|class="wikitable"
!Character
!Description
!Damage
|-
|-
|{{SSB4|Bayonetta}} ||A [[stall-then-fall]] kick that [[meteor smash]]es at Bayonetta's heel. Has a surprisingly low duration, allowing Bayonetta to safely recover after spiking an opponent. The resulting shockwave from the landing also deals a large amount of knockback, making it a very powerful KO move, albeit a highly punishable one .||7% (leg), 8% (heel), 5% (landing)
|[[Ridley]]||Performs a divekick straight downward with both legs.
|-
|-
|{{SSB4|Bowser}} ||Boosts upwards a little before drilling downwards while suspended in his shell. Now a [[stall-then-fall]] move that [[meteor smash]]es during the first few frames of the move. Cannot be used to grab the ledge, so it will almost certainly cause Bowser to SD if he uses it off-stage.||16% (attack), 2% (landing)
|[[Robin]]||Slashes downward with either the Bronze Sword or Levin Sword. Meteor smashes if the Levin Sword is used.
|-
|-
|{{SSB4|Bowser Jr.}} ||A drill comes out of the bottom of the Junior Clown Car that hits opponents multiple times. ||1.3% (hits 1-6), 2% (hit 7 & landing hit)
|[[Rosalina]] & [[Luma]]||''Rosalina:'' Summons a falling planetary ring below herself with a stomp.<br/>''Luma:'' Stomps with one leg. Cannot meteor smash.
|-
|-
|{{SSB4|Captain Falcon}} ||Stomps downward with both his feet. Initiates a [[meteor smash]] when sweetspotted, though its slow start-up means it can be easily interrupted. ||14%
|[[Roy]]||{{GameIcon|SSBM}} Slashes downward in an arc starting from the front.<br/>{{GameIcon|SSB4}} Performs a two-handed takedown slash.<br/>{{GameIcon|SSBU}} Performs a two-handed takedown slash with the Binding Blade set ablaze.
|-
|-
|{{SSB4|Charizard}} ||Stomps downward with one foot. A powerful [[meteor smash]] when sweetspotted. ||14% (clean), 8% (late)
|[[Ryu]]||Throws out a cross at a diagonally downward angle.
|-
|-
|{{SSB4|Cloud}} ||A downwards stab similar in appearance to Link's down air. Striking with the Buster Sword as it comes down powerfully meteor smashes aerial opponents and deals more damage. Stays out for a while, allowing the move to hit opponents after the initial thrust. ||13% (clean), 15% (sweetspot), 8% (late)
|[[Samus]]||Turns upside down and swings her Arm Cannon in an arc starting from the back.
|-
|-
|{{SSB4|Corrin}} ||A stall-then-fall meteor smash where his legs transform into multi-hit spears. ||2% (1-5 hits), 3% (final hit)
|[[Sephiroth]]||Performs Hell's Gate, a diving thrust with Masamune.
|-
|-
|{{SSB4|Dark Pit}} ||Identical to Pit's. ||10%
|[[Sheik]]||{{GameIcon|SSBM}} Performs a lingering kick at a diagonally downward angle. Cannot meteor smash.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs a diagonal divekick. Cannot meteor smash in ''Brawl'', and possesses a landing hitbox from ''Smash 4'' onward.
|-
|-
|{{SSB4|Diddy Kong}} ||Swings both fists downward in a double axe-handed punch. A strong [[meteor smash]]. ||13% (clean), 10% (late)
|[[Shulk]]||Thrusts the Monado downward, then activates its beam blade for a second hit.
|-
|-
|{{SSB4|Donkey Kong}} ||Performs a downward stomp with one foot extended. The sweetspot is on Donkey Kong's extended foot, which is a powerful [[meteor smash]] while the sourspot is close to his chest. ||16% (sweetspot), 13% (sourspot)
|[[Simon]]||Performs a diagonal divekick, bouncing off upon hitting an opponent.
|-
|-
|{{SSB4|Dr. Mario}} ||Drill kicks downwards, hitting multiple times. ||1.904% (hits 1-4), 3.36% (hit 5), 2.24% (landing)
|[[Snake]]||Performs four consecutive stomps, rising slightly upon its use. Cannot meteor smash conventionally.
|-
|-
|{{SSB4|Duck Hunt}} ||The dog headbutts downwards and then flips over, with the duck delivering a follow-up attack. The duck can [[meteor smash]] airborne opponents. || 5% (hit 1), 10% (hit 2)
|[[Sonic]]||Performs a diagonal divekick. Cannot meteor smash in ''Brawl''.
|-
|-
|{{SSB4|Falco}} ||Drills downward with one foot extended. Can [[meteor smash]] opponents at the beginning of the move. Significantly nerfed from ''Brawl'', although it now benefits from [[frame cancel|frame cancelling]]. ||13% (clean), 8% (late)
|[[Sora]]||Performs {{iw|khwiki|Hurricane Blast}}. Moonsaults downwards with the Keyblade multiple times. Cannot meteor smash.
|-
|-
|{{SSB4|Fox}} ||Performs a spinning drill kick that hits multiple times in succession. ||1.4% (hits 1-6), 3% (hit 7), 1% (landing hit)
|[[Squirtle]]||Thrusts its tail downward and spins horizontally, hitting multiple times. Cannot meteor smash.
|-
|-
|{{SSB4|Ganondorf}} ||Stomps both his feet downward, dealing strong [[electric]] damage. The move is an extremely powerful [[meteor smash]] if hit with the lower half of Ganondorf's body, being able to KO grounded opponents under 100%. Like in ''Melee'' and ''Brawl'', this attack possesses [[transcendent priority]], meaning it cannot cancel out projectiles and it cannot be teched by a grounded target. ||19% (legs), 17% (body)
|[[Steve]]||Places anvil below him and descends downwards, which can be escaped. Cannot meteor smash.
|-
|-
|{{SSB4|Greninja}} ||Spins once in the air and then dives downward to stomp on the opponent. A [[stall-then-fall]] move. If Greninja hits an opponent, it will leap in the air, allowing it to use another move (such as another down aerial). Bouncing off opponents prevents Greninja from performing a [[double jump]] if it hasn't perfomed one yet, making it risky to use offstage. Can [[meteor smash]] opponents at the beginning of the move. || 8%
|[[Terry]]||A downward punch. Has a meteor effect if sweetspotted, launching opponents at a very diagonal angle akin to a spike.
|-
|-
|{{SSB4|Ike}} ||Raises Ragnell in the air before swinging it downwards. Capable of [[meteor smash]]ing opponents with good power if they hit the blade. ||15%
|[[Toon Link]]||Performs a diving thrust with the Master Sword. In ''Brawl'', upon hitting an opponent, Toon Link bounces off and can hit them again.
|-
|-
|{{SSB4|Jigglypuff}} ||Spins and drill kicks downwards, hitting multiple times. ||1.5% (hits 1-8), 2% (hit 9)
|[[Villager]]||Thrust one, two, or three turnips downward, with the amount being [[random]]. Can only meteor smash with three turnips in ''Smash 4''.
|-
|-
|{{SSB4|King Dedede}} ||Raises his hammer over his head and then swings it downwards. Can [[meteor smash]] opponents if they hit the head of the hammer, though due to Dedede's fast falling speed, it can be difficult to land, especially on grounded opponents. ||15% (hammer head), 8% (handle)
|[[Wario]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}} Turns upside down and spins horizontally, hitting multiple times with his head. Cannot meteor smash conventionally.<br/>{{GameIcon|SSBU}} Turns upside down and spins horizontally with his hands below his head, hitting multiple times. Cannot meteor smash conventionally.
|-
|-
|{{SSB4|Kirby}} ||Does a downwards drill kick. The final hit has a weak [[meteor smash|meteor effect]]. This is Kirby's best move for initiating combos on opponents on or near the ground, as, even at high percents, it can be followed immediately with up-tilt or another move if the situation presents itself. ||1% (hits 1-5), 2% (hit 6), 2% (landing)
|[[Wii Fit Trainer]]||Assumes the Chair pose to stomp with both legs.
|-
|-
|{{SSB4|Link}} ||Thrusts his sword downward, based on the "Down Thrust" from ''Zelda II: The Adventure of Link''. Connecting with this move will make Link bounce in the air, which makes it possible for him to land another hit. However, if he fast falls during the move, he will go right through opponents. Hitting opponents at the beginning of the move will [[meteor smash]] them. Has high landing lag. ||15% (early, late, & after bounce), 18% (mid)
|[[Wolf]]||Swings both arms downward simultaneously, slashing with his claws.
|-
|-
|{{SSB4|Little Mac}} ||Punches downwards. A very weak [[meteor smash]] at the tip of his extended hand. Can be used to [[jab lock]], which can set up for plenty of KO options, such as forward smash and [[Power Meter|KO Punch]]. ||5% (hand), 4% (arm)
|[[Yoshi]]||Performs a flutter kick with both legs, hitting multiple times. From ''Smash 4'' onward, it possesses a landing hitbox, but cannot meteor smash conventionally.
|-
|-
|{{SSB4|Lucario}} ||Stomps downwards twice powered by aura. Unlike in ''Brawl'', the attack does not halt downward momentum. ||{{AuraDamageSSB4|5}} (hit 1), {{AuraDamageSSB4|6}} (hit 2)
|[[Young Link]]||Performs a lingering downward thrust with the Kokiri Sword. Upon hitting an opponent, Young Link bounces off and can hit them again. Cannot meteor smash in ''Ultimate''.
|-
|-
|{{SSB4|Lucas}} ||Thrusts his feet downwards four times and creates a quick-flashing PSI energy with each kick. The fourth hit is capable of [[meteor smash]]ing opponents. ||3.5% (rapid hits 1-3), 5% (hit 4)
|[[Zelda]]||Stomps with one leg.
|-
|{{SSB4|Lucina}} ||Identical to Marth's but has a sweetspot at the middle of the swinging arc that [[meteor smash]]es opponents. ||11.4% (non-meteor), 13.3% (meteor)
|-
|-
|{{SSB4|Luigi}} ||Performs a quick drill kick downwards. The move now has a sweetspot at the beginning of the animation that [[meteor smash]]es opponents, making it easier to control. ||10% (clean), 8% (late)
|[[Zero Suit Samus]]||Performs a diagonal divekick. Possesses a landing hitbox.
|-
|{{SSB4|Mario}} ||[[Mario Tornado]]: Quickly spins around horizontally with both arms extended, hitting multiple times. Was previously Mario's [[down special move]] from ''Melee''. ||1% (hits 1-5), 5% (hit 6), 2% (landing)
|-
|{{SSB4|Marth}} ||Swings his sword in an arc below himself. The tip of the blade when it's in the center of Marth's swing is capable of [[meteor smash]]ing. Of note is how the animation is now flipped, where the attack starts from behind Marth instead of in front, making approaches with it harder. ||11% (blade), 13% (non-meteor tip), 14% (meteor tip)
|-
|{{SSB4|Mega Man}} ||Hard Knuckle: Points his fist straight downwards and fires it downwards as a short-ranged projectile. The fist deals the most damage in the first few frames, but afterwards, it turns into an aerial-only [[meteor smash]]. Mega Man will hover in the air for a brief period if used right after a jump. Based on Hard Man's weapon from ''Mega Man 3''. ||14% (clean), 12% (late)
|-
|{{SSB4|Meta Knight}} ||Quickly swipes his sword downward in an arc. Sends the opponent on a semi-spike trajectory, making it a useful move against opponents with poor horizontal recovery. ||6%
|-
|{{SSB4|Mewtwo}} ||Backflips and kicks downwards, emitting shadow energy at the tip of its foot. The move's sweetspot [[meteor smash]]es airborne opponents while the sourspot launches them upwards. ||14% (grounded opponents and aerial sourspot), 15% (aerial sweetspot)
|-
|{{SSB4|Mii Brawler}} ||Swings both fists downward in a double axe handle. A strong and reliable [[meteor smash]]. ||13% (clean), 12% (late)*
|-
|{{SSB4|Mii Gunner}} ||Pauses, then fires a single energy burst below. Capable of [[meteor smash]]ing if sweetspotted at the tip of the blast. ||10% (base), 15% (tip)*
|-
|{{SSB4|Mii Swordfighter}} ||Spins downwards. Capable of weakly [[meteor smash]]ing with set knockback. Its main offensive ability comes from its landing hit, which will occur all throughout the attack and knock the opponent away with decent diagonal knockback.|| 1% (hits 1-5), 5% (landing hit)*
|-
|{{SSB4|Mr. Game & Watch}} ||Takes out a key and thrusts down into the ground. It is a [[stall-then-fall]] move that can be directed left or right during the descent. The key can [[meteor smash]] opponents during the first few frames of the move. The move can be cancelled partway with a midair jump or by using [[Fire]], making this move a bit safer compared to the other stall-then-fall moves. ||11% (attack), 3.5% (landing)
|-
|{{SSB4|Ness}} ||Kicks downward with one leg, producing a PSI spark at the tip of his foot. The tip of the spark [[meteor smash]]es opponents. The move now has longer startup and lasts for a shorter duration. ||12% (sweetspot), 10% (sourspot)
|-
|{{SSB4|Olimar}} ||Thrusts a Pikmin downwards. The Pikmin can [[meteor smash]] opponents, its power depending on which Pikmin is used. ||R:10.8%<br/>Y&B: 9%<br/>W:7.2%<br/>P: 12.6%
|-
|{{SSB4|Pac-Man}} ||Stomps downwards four times, similar to {{SSBB|Snake}}'s down aerial. ||1.5% (hits 1-3), 6% (hit 4)
|-
|{{SSB4|Palutena}} ||Kicks in an arc below herself, [[meteor smash]]ing anyone below her. Although it's always treated as a meteor smash in the air, the hitbox only lasts for one frame and has limited range. ||9%
|-
|{{SSB4|Peach}} ||Rapidly kicks downwards four times. The fourth kick deals vertical knockback. ||1-2% (hits 1-3), 5% (hit 4)
|-
|{{SSB4|Pikachu}} ||Spirals downwards toward the ground with electricity shooting out of its cheeks. The move hits once in the air and can deal an additional hit from the shockwave upon landing. ||12% (attack), 4% (landing)
|-
|{{SSB4|Pit}} ||Swipes a blade in an arc below him. Can [[meteor smash]] if sweetspotted at the start of the move. || 10%
|-
|{{SSB4|R.O.B.}} ||Blasts his burners directly downward. Capable of [[meteor smash]]ing, but no longer stalls him in midair. ||12% (clean base), 11% (clean mid), 6% (clean tip), 8% (late)
|-
|{{SSB4|Robin}} ||Quickly thrusts his sword downwards. Using the Levin Sword can cause the opponent to be [[meteor smash]]ed. ||Bronze: 7.2%<br/>Levin: 10% (early), 12% (clean), 5% (late)
|-
|{{SSB4|Rosalina & Luma}} ||Rosalina: Creates a Saturnian ring from the bottom of her dress. Connecting with the attack midway is a weak [[meteor smash]].<br/>Luma: Kicks straight down. ||Rosalina: 8% (clean), 7% (mid), 6% (mid-late), 2% (late)<br/>Luma: 5%
|-
|{{SSB4|Roy}} ||Spreads both his legs in the air before coming down with a overhead two-handed downward vertical slash. [[Meteor smash]]es opponents powerfully when connected properly. Closely resembles Ike's down aerial. ||15% (base), 10% (tip)
|-
|{{SSB4|Ryu}} ||Quickly punches downwards, similar to his neutral aerial except the attack has more range. Hitting with the attack's sweetspot [[meteor smash]]es opponents diagonally downwards. Based off of Ryu's jumping heavy punch from ''Street Fighter IV''. ||12% (grounded opponents), 15% (aerial opponent sweetspot), 11% (aerial opponent sourspot)
|-
|{{SSB4|Samus}} ||Swings her cannon in an arc downwards. Capable of [[meteor smash]]ing opponents if the attack connects midway through her swing. ||10% (early), 14% (clean), 11% (late)
|-
|{{SSB4|Sheik}} ||Briefly rises in the air before dropping down with her foot extended. A [[stall-then-fall]] move that [[meteor smash]]es opponents during the beginning of the move, but it's hard to recover from because of its fast descent. ||8% (attack), 2% (landing)
|-
|{{SSB4|Shulk}} ||Holds the Monado below him and extends the beam downwards. The first hit of the move does little knockback, but can easily connect to the second hit, which [[meteor smash]]es if sweetspotted, being at the middle of the blade during the second hit. ||7% (hit 1 grounded), 5% (hit 1 aerial), 11% (hit 2 blade), 10% (hit 2 beam)
|-
|{{SSB4|Sonic}} ||Pauses momentarily in the air and then divekicks diagonally downwards. A [[stall-then-fall]] move that's capable of [[meteor smash]]ing opponents if timed right. Often used off-stage, as Sonic can quickly recover afterward using his spring.|| 8% (clean), 7% (late)
|-
|{{SSB4|Toon Link}} ||Pauses for a brief moment before thrusting his sword straight down at high speed. A [[stall-then-fall]] move that [[meteor smash]]es opponents at the beginning of the move but goes straight through opponents instead of bouncing off them, making it a risky move to use offstage. ||16% (clean), 12% (late), 5% (landing)
|-
|{{SSB4|Villager}} ||Pulls out between one to three turnips and swings them downwards. Three turnips can [[meteor smash]] opponents. ||One: 8% (clean), 4% (late)<br/>Two: 10% (clean), 5% (late)<br/>Three: 13% (clean), 6% (late)
|-
|{{SSB4|Wario}} ||Flips upside down and drills into his opponent using his head. The move hits multiple times with the last hit dealing diagonal knockback. ||1.3% (hits 1-6), 4% (hit 7)
|-
|{{SSB4|Wii Fit Trainer}} ||Performs the Chair pose and stomp down onto enemies in midair. Can [[meteor smash]] if sweetspotted, but only in the air. ||14% (clean grounded), 13% (clean aerial), 8% (late)
|-
|{{SSB4|Yoshi}} ||Flutter kicks very quickly below himself. The first 13 hits can [[meteor smash]] but is not noticeable at low percentages, and the last hit sends opponents upwards. Can deal up to 34.4% if all hits connect. ||3% (hits 1-6 center), 2% (hits 1-6 sides), 2.2% (hits 7-13 center), 1.5% (hits 7-13 sides), 1% (hit 14), 1% (landing)
|-
|{{SSB4|Zelda}} ||Stomps downwards with one foot. A powerful [[meteor smash]] when sweetspotted, otherwise an extremely weak meteor smash when sourspotted. ||16% (clean), 5% (late leg), 4% (late foot)
|-
|{{SSB4|Zero Suit Samus}} ||Briefly pauses in the air and then shots down diagonally with one foot extended. It is a [[stall-then-fall]] move that [[meteor smash]]es airborne opponents, but its high speed makes it risky to use. || 6% (aerial), 5% (grounded), 5.5% (landing)
|}
|}
<nowiki>*</nowiki> This assumes the Mii is default height and weight.


==Notable down aerials==
==Notable down aerials==
*{{SSBM|Captain Falcon}}'s down aerial, notorious for the [[nipple spike]] in ''Melee''.
*The down aerials of [[Banjo]] & [[Kazooie]], [[Bayonetta]], [[Bowser]], [[Corrin]], [[Greninja]], [[Ice Climbers]], [[Kazuya]], [[Min Min]], [[Mr. Game & Watch]], [[Richter]], [[Ridley]], [[Sephiroth]], [[Simon]], [[Sheik]], [[Sonic]], [[Sora]], [[Steve]], [[Toon Link]], and [[Zero Suit Samus]] all function as [[stall-then-fall]]s, except in ''Melee'' (and ''Brawl'' for Bowser).
*[[Falco]]'s down aerial, a fast spike in ''Melee'' and ''Brawl'' with high range vital to Falco's [[pillar]].
*The down aerials of [[Link]], [[Toon Link]] (in ''Brawl'' only), and [[Young Link]] cause them to bounce a short distance up and away from the opponent upon hitting them or their shield. The hitbox remains active when this happens and he is able to hit the opponent again for extra damage.
*{{SSBM|Fox}}'s down aerial in ''Melee'', notorious for its use in his [[Waveshine infinite|infinite combo]].
**Similarly, Greninja, Simon, and Richter's down aerials cause them to jump off the opponent upon hitting them or their shield with their down aerials. Unlike the Links' down aerials, these jumps end the move and allow them to perform any action, including combos into other attacks.
*{{SSBB|Ganondorf}}'s down aerial in ''Brawl'' can be auto canceled in short hops and KO below 100% who connects on the ground while in an aerial opponent making it a great approach move and as a spike it always spikes if connects with enough power to [[OHKO]] an opponent in most cases. It is the strongest aerial in ''Melee'', ''Brawl'', and ''Smash 4''.
*The down aerials of [[Mega Man]] and [[Steve]] are the only ones that are [[projectile]]s, and thus can be [[reflect]]ed or [[Pocket]]ed.
*{{SSBB|Lucario}}, {{SSBB|Ivysaur}}, and {{SSBB|R.O.B.}}'s down aerials stop their movement in the aerial. However, it doesn't stop momentum while in the knockback from an enemy's attack.
*[[Lucario]], [[Ivysaur]], and [[R.O.B.]]'s down aerials stop their movement in the air, unless they were experiencing [[knockback]] before their use.
*{{SSBB|Mario}}'s down aerial was replaced with the [[Mario Tornado]] in ''Brawl''. Previously, Mario Tornado had been his down special move.
*In ''Melee'', the down aerials of {{SSBM|Captain Falcon}}, {{SSBM|Falco}}, {{SSBM|Fox}}, and {{SSBM|Marth}} can all [[spike]] opponents.
*[[Marth]]'s down aerial, specifically in ''Melee'', is possibly the most feared with its speed, range, and ability to spike. Its effectiveness has been reduced in ''Brawl'', though it can still be used well with practice. ''Super Smash Bros. 4'' severely nerfed its effectiveness through a reduced range, weaker sourspots, increased lag, meteoring in the middle of the swing when hit with the tipper, and having a reversed animation (starting from behind Marth rather than in front of him).
**Captain Falcon's down aerial possesses a hitbox in his upper body that powerfully spikes opponents, colloquially known as the [[nipple spike]].
*[[Yoshi]]'s down aerial, the most damaging aerial in all four games, dealing a maximum of 56% in ''SSB'', 53% in ''Melee'', 35% in ''Brawl'' and 32% in ''Smash 4''. It can deal huge damage very quickly, which is especially easy against characters with large [[hurtbox]]es. In ''SSB'' and ''Melee'', two down aerials along with some other attacks can bring an opponent to KO percentages. It is also notorious for being a very simple way to win the Paper Mario trophy in ''Melee'', for people who are unable to [[bat drop]].
**Falco's down aerial is very fast for a spike (coming out on frame 5), and a vital component to his [[pillar]] combos. However, it was nerfed in the [[PAL]] version of the game, as only the clean hit spikes instead of the entire move, making it less effective for [[edgeguarding]] and beating [[crouch cancel]]ing.
*The {{SSBB|Ice Climbers}}', [[Mr. Game & Watch]]'s, [[Sheik]]'s, [[Sonic]]'s, [[Toon Link]]'s, [[Zero Suit Samus]]'s, {{SSB4|Bowser}}'s, {{SSB4|Greninja}}'s, {{SSB4|Corrin}}'s, and {{SSB4|Bayonetta}}'s down aerials are all stall-then-fall aerials in all games they appear in except ''Melee'' (and ''Brawl'' for Bowser). When {{SSBB|Link}}'s and {{SSB4|Greninja}}'s down aerials connect with a foe or a shield they will bounce up, allowing them to hit another enemy for minor damage and knockback (although Greninja jumps into the air and can go into any other air action afterward). Bowser's down air grants him some small additional height when used and meteors at the start of the move. Corrin's down air is also a drill and meteors at the end of the move rather than at the start (similar to Kirby's down air which is a drill and meteor).
**Fox's down aerial is additionally notorious for its use in his [[waveshine infinite]] combo.
*{{SSB4|Mega Man}}'s down aerial is the only down aerial that is also a projectile.
*[[Ganondorf]]'s down aerial is the strongest [[meteor smash]] among playable characters in ''Brawl'', as well as one of the strongest meteor smashes and down aerials as a whole in the series, dealing particularly high damage and enough knockback to KO reliably onstage. In ''SSB4'', it is one of the only two meteor smashes that cannot be [[tech]]ed on the ground, due to its high amount of [[freeze frames]].
*[[Marth]]'s down aerial, specifically in ''Melee'', is possibly the most feared with its speed, range, and ability to spike. Its effectiveness has been reduced in the PAL version, and later in ''Brawl'', where it can be [[meteor cancel]]ed, though it still retains a large part of its utility. In ''SSB4'', however, it was severely [[nerf]]ed with reduced range, weaker sourspots, increased startup, meteor smashing only at the middle of the swing, and having a reversed animation (starting from behind Marth rather than in front of him), making it significantly harder to land.
*[[Yoshi]]'s down aerial is the most damaging in all of its appearances, dealing a maximum of 56% in ''Smash 64'', 53% in ''Melee'', 35% in ''Brawl'', 32.2% in ''SSB4'', and 28% in ''Ultimate''. This allows it to easily bring opponents to KO percentages, especially those with large [[hurtbox]]es. In ''Smash 64'', it comes out on frame 4 and it deals enough damage to [[shield]]s to outright break them if all hits connect, making it highly effective. Although it deals the least damage in ''Ultimate'', it connects much more reliably than in previous games to its looping hits using the [[autolink angle]].
**In ''Melee'', it is also a simple way to win the Paper Mario [[trophy]] in [[Home-Run Contest]], as it can easily rack up a lot of damage on the [[Sandbag]] without the need of [[bat drop]]ping.
*{{SSBU|Ivysaur}}'s and {{SSBU|Pyra}}'s down aerials in ''Ultimate'' are both notorious for their large, disjointed hitboxes and their ability to consistently meteor smash opponents, making both of them excellent for edgeguarding.
*[[Snake]]'s down aerial is notable for its extremely fast startup and high power. It comes out on frame 3, making it the fastest down aerial in the series, and deals 28% in ''Brawl'' and 20% in ''Ultimate'' if all of the hits connect while it also possesses strong knockback, making it a potential KO move. Although its power and knockback were considerably toned down from ''Brawl'', the move is much more effective in ''Ultimate'' due to its linking hits connecting much more reliably as well as its lower landing lag, being able to autocancel in a short hop, and Snake's significantly faster jumpsquat, the latter making it very reliable as a fast and highly damaging out of shield option.


==Gallery==
==Gallery==
<gallery>
<gallery>
Image:MarthDownAerialSSBM.gif|Animation of {{SSBM|Marth}}'s down aerial in ''Melee''.
MarioDairSSBM.gif|{{SSBM|Mario}}'s down aerial in ''Melee''.
File:MarioDairSSBM.gif|{{SSBM|Mario}}'s down aerial in ''Melee''.
Stall-then-fall Brawl.gif|{{SSBB|Toon Link}}'s down aerial is an example of a stall-then-fall move.
Image:Lucario D-air Brawl.png|Lucario's down aerial in ''Brawl'', which negates momentum.
Image:KirbydairSSB4.jpg|Kirby's down aerial in ''Super Smash Bros. For Wii U.'', which is a drill kick.
</gallery>
</gallery>
{{Attacks}}
{{Attacks}}
[[Category:Game controls]]
[[Category:Game controls]]
[[es:Ataque aéreo hacia abajo]]

Latest revision as of 22:33, November 11, 2024

Sonic's down aerial in Super Smash Bros. for Wii U.
Lucario's down aerial in Brawl.
Animation of Marth's down aerial in Melee.

The down aerial (下空中攻撃, Down/lower/under midair attack; commonly abbreviated as Dair or d-air, and referred to as AttackAirLw internally) is an aerial attack that is performed in midair by pressing the attack button while tilting the control stick downward. Its official term varies between titles, where it is known as a down midair attack in Super Smash Bros. Melee, and a down air attack from Super Smash Bros. Brawl onward. Many of these moves are meteor smashes, and typically either are single or multi-hit attacks directly below the character, or are stall-then-falls where the character briefly hovers in the air, then rockets downwards.

List of down aerials[edit]

Unless stated otherwise, all down aerials are assumed to have the ability to meteor smash, with most of them requiring a clean hit or sweetspot to be landed.

Character Description
Banjo & Kazooie Performs the Beak Buster, where Banjo flips upside-down and Kazooie pounds the ground with her beak.
Bayonetta Somersaults and performs a falling axe kick with her legs split. Possesses a landing hitbox.
Bowser Super Smash Bros. MeleeSuper Smash Bros. Brawl Retreats into his shell and spins horizontally with his spikes pointing downward, hitting multiple times. Possesses a landing hitbox.
Super Smash Bros. 4Super Smash Bros. Ultimate Retreats into his shell and rises slightly with his spikes pointing downward, then performs a spinning dive. Possesses a landing hitbox.
Bowser Jr. Rotates a drill from the Koopa Clown Car below himself, hitting multiple times. Cannot meteor smash conventionally. Possesses a landing hitbox.
Byleth Swings downward with Aymr.
Captain Falcon Stomps with both legs.
Charizard Super Smash Bros. Brawl Stomps with both legs.
Super Smash Bros. 4Super Smash Bros. Ultimate Stomps with one leg.
Chrom Performs a two-handed takedown slash.
Cloud Performs a lingering downward thrust with the Buster Sword.
Corrin Transforms both legs into spears and does a diving kick, hitting multiple times. Possesses a landing hitbox.
Daisy Rapidly kicks at a diagonally downward angle four times. Cannot meteor smash.
Dark Pit Slashes downward in an arc starting from the front.
Dark Samus Turns upside down and swings her Arm Cannon in an arc starting from the back.
Diddy Kong Performs a double axe handle swing.
Donkey Kong Super Smash Bros. Stomps with both legs.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Stomps with one leg.
Dr. Mario Super Smash Bros. MeleeSuper Smash Bros. 4 Performs a drill kick at a slight diagonal angle. Possesses a landing hitbox but cannot meteor smash.
Super Smash Bros. Ultimate Stretches his body and stomps with both legs.
Duck Hunt The dog turns towards the screen and performs a somersaulting headbutt, then thrusts his lower back to propel the duck downward, who performs a somersaulting peck.
Falco Performs a single-hitting drill kick at a slight diagonal angle.
Fox Performs a multi-hitting drill kick at a slight diagonal angle. From Smash 4 onward, it possesses a landing hitbox, but cannot meteor smash conventionally.
Ganondorf Stomps with both legs, producing an electric effect on hit.
Greninja Performs a diving kick with both legs, bouncing off upon hitting an opponent.
Hero Thrusts his sword downward with one hand.
Ice Climbers Super Smash Bros. Melee Perform a lingering downward thrust with their hammers. Cannot meteor smash.
Super Smash Bros. BrawlSuper Smash Bros. Ultimate Perform a diving thrust with their hammers. Cannot meteor smash.
Ike Performs a two-handed takedown slash.
Incineroar Stomps with both legs.
Inkling Thrusts the Splattershot downward.
Isabelle Thrusts two turnips downward.
Ivysaur Turns upside down and blasts pollen from its bulb, stalling briefly in midair afterwards.
Jigglypuff Performs a drill kick at a slight diagonal angle, hitting multiple times. Cannot meteor smash conventionally from Melee onward.
Joker Turns upside down and slashes in an arc starting from behind. If active, Arsene stomps with one leg after Joker's attack. Only Arsene's attack can meteor smash.
Kazuya Performs Demon Scissors, a somersault before swinging his leg downward, landing on his back. Cannot meteor smash.
Ken Throws out a cross at a diagonally downward angle.
King Dedede Super Smash Bros. Brawl Twirls his hammer below himself, hitting multiple times. Cannot meteor smash.
Super Smash Bros. 4Super Smash Bros. Ultimate Swings his hammer downward.
King K. Rool Stomps with both legs.
Kirby Performs a drill kick at a slight diagonal angle, hitting multiple times. Possesses a landing hitbox.
Link Performs a lingering downward thrust with the Master Sword. Upon hitting an opponent, Link bounces off and can hit them again. Cannot meteor smash prior to Smash 4.
Little Mac Weakly punches downward.
Lucario Stomps with one leg after the other, releasing aura from its feet and stalling briefly in midair. Cannot meteor smash.
Lucas Performs four consecutive stomps, releasing PSI sparks from his feet.
Lucina Somersaults horizontally and slashes in an arc starting from behind.
Luigi Super Smash Bros. Performs a multi-hitting drill kick at a slight diagonal angle.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. UltimatePerforms a single-hitting drill kick at a slight diagonal angle.
Mario Super Smash Bros.Super Smash Bros. Melee Performs a multi-hitting drill kick at a slight diagonal angle. In Melee, it possesses a landing hitbox, but cannot meteor smash.
Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Performs the Mario Tornado, previously his down special; he spins horizontally with his arms extended, hitting multiple times, then fully outstretches his body for a final hit. It possesses a landing hitbox, but cannot meteor smash.
Marth Super Smash Bros. MeleeSuper Smash Bros. Brawl Slashes downward in an arc starting from the front.
Super Smash Bros. 4Super Smash Bros. Ultimate Somersaults horizontally and slashes in an arc starting from behind.
Mega Man Uses the Hard Knuckle, firing one fist as a projectile below himself.
Meta Knight Slashes downward in an arc starting from the front. Cannot meteor smash.
Mewtwo Super Smash Bros. Melee Somersaults horizontally and stomps with one leg.
Super Smash Bros. 4Super Smash Bros. Ultimate Somersaults horizontally and stomps with one leg, releasing a small blast of dark energy from its foot.
Mii Brawler Performs a double axe handle swing.
Mii Gunner Thrusts their arm cannon downward and releases a blast from it.
Mii Swordfighter Turns upside down and performs a twirling stab, hitting multiple times. Possesses a landing hitbox.
Min Min Performs a diagonal divekick.
Mr. Game & Watch Super Smash Bros. Melee Thrusts a key downward. Possesses a landing hitbox.
Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Performs a diving thrust with a key. Possesses a landing hitbox.
Mythra Slashes the Aegis Sword below herself in a wide arc starting in front of herself. Cannot meteor smash.
Ness Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. Brawl Stomps with one leg.
Super Smash Bros. 4Super Smash Bros. Ultimate Stomps with one leg after a spin, releasing a PSI spark from his foot.
Olimar Grabs his leading Pikmin by its stem and swings it downward. If no Pikmin are following Olimar, he still performs the move, but it has no effect.
Pac-Man Performs four consecutive stomps. Cannot meteor smash.
Palutena Performs a roundhouse kick downward.
Peach Rapidly kicks downward four times. Cannot meteor smash.
Pichu Turns upside down and spins in a corkscrew, releasing electricity from its head. Causes recoil damage to Pichu, and possesses a landing hitbox. Cannot meteor smash in Melee.
Pikachu Turns upside down and spins in a corkscrew, releasing electricity from its head. Possesses a landing hitbox. Cannot meteor smash prior to Ultimate.
Piranha Plant Thrusts its pot downward.
Pit Slashes downward in an arc starting from the front. Cannot meteor smash in Brawl.
Pyra Slashes the Aegis Sword below herself in a wide arc starting in front of herself.
R.O.B. Points his base at a slight diagonal angle and activates his thrusters, rising slightly afterwards.
Richter Performs a diagonal divekick, bouncing off upon hitting an opponent.
Ridley Performs a divekick straight downward with both legs.
Robin Slashes downward with either the Bronze Sword or Levin Sword. Meteor smashes if the Levin Sword is used.
Rosalina & Luma Rosalina: Summons a falling planetary ring below herself with a stomp.
Luma: Stomps with one leg. Cannot meteor smash.
Roy Super Smash Bros. Melee Slashes downward in an arc starting from the front.
Super Smash Bros. 4 Performs a two-handed takedown slash.
Super Smash Bros. Ultimate Performs a two-handed takedown slash with the Binding Blade set ablaze.
Ryu Throws out a cross at a diagonally downward angle.
Samus Turns upside down and swings her Arm Cannon in an arc starting from the back.
Sephiroth Performs Hell's Gate, a diving thrust with Masamune.
Sheik Super Smash Bros. Melee Performs a lingering kick at a diagonally downward angle. Cannot meteor smash.
Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Performs a diagonal divekick. Cannot meteor smash in Brawl, and possesses a landing hitbox from Smash 4 onward.
Shulk Thrusts the Monado downward, then activates its beam blade for a second hit.
Simon Performs a diagonal divekick, bouncing off upon hitting an opponent.
Snake Performs four consecutive stomps, rising slightly upon its use. Cannot meteor smash conventionally.
Sonic Performs a diagonal divekick. Cannot meteor smash in Brawl.
Sora Performs Hurricane Blast. Moonsaults downwards with the Keyblade multiple times. Cannot meteor smash.
Squirtle Thrusts its tail downward and spins horizontally, hitting multiple times. Cannot meteor smash.
Steve Places anvil below him and descends downwards, which can be escaped. Cannot meteor smash.
Terry A downward punch. Has a meteor effect if sweetspotted, launching opponents at a very diagonal angle akin to a spike.
Toon Link Performs a diving thrust with the Master Sword. In Brawl, upon hitting an opponent, Toon Link bounces off and can hit them again.
Villager Thrust one, two, or three turnips downward, with the amount being random. Can only meteor smash with three turnips in Smash 4.
Wario Super Smash Bros. BrawlSuper Smash Bros. 4 Turns upside down and spins horizontally, hitting multiple times with his head. Cannot meteor smash conventionally.
Super Smash Bros. Ultimate Turns upside down and spins horizontally with his hands below his head, hitting multiple times. Cannot meteor smash conventionally.
Wii Fit Trainer Assumes the Chair pose to stomp with both legs.
Wolf Swings both arms downward simultaneously, slashing with his claws.
Yoshi Performs a flutter kick with both legs, hitting multiple times. From Smash 4 onward, it possesses a landing hitbox, but cannot meteor smash conventionally.
Young Link Performs a lingering downward thrust with the Kokiri Sword. Upon hitting an opponent, Young Link bounces off and can hit them again. Cannot meteor smash in Ultimate.
Zelda Stomps with one leg.
Zero Suit Samus Performs a diagonal divekick. Possesses a landing hitbox.

Notable down aerials[edit]

  • The down aerials of Banjo & Kazooie, Bayonetta, Bowser, Corrin, Greninja, Ice Climbers, Kazuya, Min Min, Mr. Game & Watch, Richter, Ridley, Sephiroth, Simon, Sheik, Sonic, Sora, Steve, Toon Link, and Zero Suit Samus all function as stall-then-falls, except in Melee (and Brawl for Bowser).
  • The down aerials of Link, Toon Link (in Brawl only), and Young Link cause them to bounce a short distance up and away from the opponent upon hitting them or their shield. The hitbox remains active when this happens and he is able to hit the opponent again for extra damage.
    • Similarly, Greninja, Simon, and Richter's down aerials cause them to jump off the opponent upon hitting them or their shield with their down aerials. Unlike the Links' down aerials, these jumps end the move and allow them to perform any action, including combos into other attacks.
  • The down aerials of Mega Man and Steve are the only ones that are projectiles, and thus can be reflected or Pocketed.
  • Lucario, Ivysaur, and R.O.B.'s down aerials stop their movement in the air, unless they were experiencing knockback before their use.
  • In Melee, the down aerials of Captain Falcon, Falco, Fox, and Marth can all spike opponents.
    • Captain Falcon's down aerial possesses a hitbox in his upper body that powerfully spikes opponents, colloquially known as the nipple spike.
    • Falco's down aerial is very fast for a spike (coming out on frame 5), and a vital component to his pillar combos. However, it was nerfed in the PAL version of the game, as only the clean hit spikes instead of the entire move, making it less effective for edgeguarding and beating crouch canceling.
    • Fox's down aerial is additionally notorious for its use in his waveshine infinite combo.
  • Ganondorf's down aerial is the strongest meteor smash among playable characters in Brawl, as well as one of the strongest meteor smashes and down aerials as a whole in the series, dealing particularly high damage and enough knockback to KO reliably onstage. In SSB4, it is one of the only two meteor smashes that cannot be teched on the ground, due to its high amount of freeze frames.
  • Marth's down aerial, specifically in Melee, is possibly the most feared with its speed, range, and ability to spike. Its effectiveness has been reduced in the PAL version, and later in Brawl, where it can be meteor canceled, though it still retains a large part of its utility. In SSB4, however, it was severely nerfed with reduced range, weaker sourspots, increased startup, meteor smashing only at the middle of the swing, and having a reversed animation (starting from behind Marth rather than in front of him), making it significantly harder to land.
  • Yoshi's down aerial is the most damaging in all of its appearances, dealing a maximum of 56% in Smash 64, 53% in Melee, 35% in Brawl, 32.2% in SSB4, and 28% in Ultimate. This allows it to easily bring opponents to KO percentages, especially those with large hurtboxes. In Smash 64, it comes out on frame 4 and it deals enough damage to shields to outright break them if all hits connect, making it highly effective. Although it deals the least damage in Ultimate, it connects much more reliably than in previous games to its looping hits using the autolink angle.
  • Ivysaur's and Pyra's down aerials in Ultimate are both notorious for their large, disjointed hitboxes and their ability to consistently meteor smash opponents, making both of them excellent for edgeguarding.
  • Snake's down aerial is notable for its extremely fast startup and high power. It comes out on frame 3, making it the fastest down aerial in the series, and deals 28% in Brawl and 20% in Ultimate if all of the hits connect while it also possesses strong knockback, making it a potential KO move. Although its power and knockback were considerably toned down from Brawl, the move is much more effective in Ultimate due to its linking hits connecting much more reliably as well as its lower landing lag, being able to autocancel in a short hop, and Snake's significantly faster jumpsquat, the latter making it very reliable as a fast and highly damaging out of shield option.

Gallery[edit]