Down aerial: Difference between revisions

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*[[Bowser (SSBB)|Bowser]]: Flips upside-down and rotates around inside his shell. Racks a lot of damage, and has an additional hit upon landing, which helps to keep opponents from taking advantage of the large landing lag. The last hitbox is a meteor smash, but is very weak and impractical as an edgeguard maneuver due to its long ending lag and Bowser's other superior edgeguard options.
*[[Bowser (SSBB)|Bowser]]: Flips upside-down and rotates around inside his shell. Racks a lot of damage, and has an additional hit upon landing, which helps to keep opponents from taking advantage of the large landing lag. The last hitbox is a meteor smash, but is very weak and impractical as an edgeguard maneuver due to its long ending lag and Bowser's other superior edgeguard options.
*[[Captain Falcon (SSBB)|Captain Falcon]]: Captain Falcon's classic stomp, it meteor smashes opponents powerfully that connect with the hitbox on Captain Falcon's legs. If he connects with his body, the opponent is knockbacked horizontally very powerfully. This meteor was nerfed in ''Brawl'' as it is weaker, more difficult to land, and the "nipple spike" was removed.
*[[Captain Falcon (SSBB)|Captain Falcon]]: Captain Falcon's classic stomp, it meteor smashes opponents powerfully that connect with the hitbox on Captain Falcon's legs. If he connects with his body, the opponent is knockbacked horizontally very powerfully. This meteor was nerfed in ''Brawl'' as it is weaker, more difficult to land, and the "nipple spike" was removed.
*[[Charizard (SSBB)|Charizard]]: Stomps below with both feet. It always meteor smashes but has bizarre properties. It is the only meteor smash in the game that is stronger on grounded opponents than airborne opponents. It is in fact the second strongest meteor on grounded opponents (it is still much weaker than Ganondorf's down aerial) and sends them on a upwards diagonal trajectory. On airborne opponents, it power is only slightly above average and sends opponents on a pure vertical trajectory. It is a effective meteor smash in most situations due to large hitbox and Charizard's multiple jumps.
*[[Charizard (SSBB)|Charizard]]: Stomps below with both feet. It always meteor smashes but has bizarre properties. It is the only meteor smash in the game that is stronger on grounded opponents than airborne opponents. It is in fact the second strongest meteor on grounded opponents (it is still much weaker than Ganondorf's down aerial) and sends them on a upwards diagonal trajectory. On airborne opponents, its power is only slightly above average and sends opponents on a pure vertical trajectory. It is a effective meteor smash in most situations due to large hitbox and Charizard's multiple jumps.
*[[Diddy Kong (SSBB)|Diddy Kong]]: Diddy Kong slams both his fists below him, meteor smashing the opponent with slightly below average power. The meteor is fast, but is a little difficult to land due to its small hitbox and Diddy Kong's jumping.
*[[Diddy Kong (SSBB)|Diddy Kong]]: Diddy Kong slams both his fists below him, meteor smashing the opponent with slightly below average power. The meteor is fast, but is a little difficult to land due to its small hitbox and Diddy Kong's jumping.
*[[Donkey Kong (SSBB)|Donkey Kong]]: Stomps his foot below him while performing a strong-man pose in midair. It always meteor smashes, is very powerful, and received a power buff in ''Brawl'', just like the rest of Donkey Kong's attacks.
*[[Donkey Kong (SSBB)|Donkey Kong]]: Stomps his foot below him while performing a strong-man pose in midair. It always meteor smashes, is very powerful, and received a power buff in ''Brawl'', just like the rest of Donkey Kong's attacks.
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*[[Mario (SSBB)|Mario]]: [[Mario Tornado]], replaced by the [[F.L.U.D.D.]] as a [[down special move]], is now his down aerial. Outer hitboxes draw the opponent into the center. Very fast start-up and it produces decent knockback on the final hit.
*[[Mario (SSBB)|Mario]]: [[Mario Tornado]], replaced by the [[F.L.U.D.D.]] as a [[down special move]], is now his down aerial. Outer hitboxes draw the opponent into the center. Very fast start-up and it produces decent knockback on the final hit.
*[[Marth (SSBB)|Marth]]: Swings sword beneath him. It meteor smashes powerfully when the tip is connected but hits opponents horizontally weakly when nontipped. It is the fastest meteor in the game, start-up lag wise. Since it was a spike in ''Melee'', it sends opponents on a slight diagonal downwards trajectory. However, this meteor is difficult to land and it has high ending and landing lag, making it a risky meteor to use offstage. It is less risky to use at hitting opponents from below after edge hopping or using his jumps without fastfalling. Just like in ''Melee'', it can be used in conjunction with his untipped forward aerial for a Ken Combo (though it is more difficult to perform).
*[[Marth (SSBB)|Marth]]: Swings sword beneath him. It meteor smashes powerfully when the tip is connected but hits opponents horizontally weakly when nontipped. It is the fastest meteor in the game, start-up lag wise. Since it was a spike in ''Melee'', it sends opponents on a slight diagonal downwards trajectory. However, this meteor is difficult to land and it has high ending and landing lag, making it a risky meteor to use offstage. It is less risky to use at hitting opponents from below after edge hopping or using his jumps without fastfalling. Just like in ''Melee'', it can be used in conjunction with his untipped forward aerial for a Ken Combo (though it is more difficult to perform).
*[[Meta Knight (SSBB)|Meta Knight]]: Swings sword below him. Similar to [[Marth]]'s down aerial, but will [[semi-spike]] instead of meteor smashing. Can be used on the ground (short-hopped) to set up a kill by edgeguarding. It has almost no start-up and very little ending lag, allowing Meta Knight to WoP his opponents. Is one of the best edgeguarding attacks in the game due to its semi-spike trajectory, decent power, and blinding speed.
*[[Meta Knight (SSBB)|Meta Knight]]: Swings sword below him. Similar to [[Marth]]'s down aerial, but will [[semi-spike]] instead of meteor smashing. Can be used on the ground (short-hopped) to set up a KO by edgeguarding. It has almost no start-up and very little ending lag, allowing Meta Knight to WoP his opponents. Is one of the best edgeguarding attacks in the game due to its semi-spike trajectory, decent power, and blinding speed.
*[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]: A stall-then-fall (Donkey Kong Jr.), Grabs a key and plunges downwards. Upwards knockback; similar in most ways to [[Ice Climbers]]' stall-then-fall. Can be aimed slightly to the side and can be canceled in the middle with [[Fire]]. Can also perform the [[stall-then-fall glitch]] along with [[Toon Link]]. Is a Meteor Smash if the enemy is directly under him and during initial frames, and if the player taps down on the d-pad or control stick after executed, the move will slow. It has significantly less risk than other stall-then-fall attacks.
*[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]: A stall-then-fall (Donkey Kong Jr.), Grabs a key and plunges downwards. Upwards knockback; similar in most ways to [[Ice Climbers]]' stall-then-fall. Can be aimed slightly to the side and can be canceled in the middle with [[Fire]]. Can also perform the [[stall-then-fall glitch]] along with [[Toon Link]]. Is a Meteor Smash if the enemy is directly under him and during initial frames, and if the player taps down on the d-pad or control stick after executed, the move will slow. It has significantly less risk than other stall-then-fall attacks.
*[[Ness (SSBB)|Ness]]: Jams foot downwards. Somewhat laggy, but it has very high base knockback (2nd strongest meteor at 0%). However, it has very low knockback scaling and therefore cannot reliably KO grounded opponents. But its base knockback is so high, it is one of the deadliest meteors in the game. It has diagonal knockback if the move connects in later frames.
*[[Ness (SSBB)|Ness]]: Jams foot downwards. Somewhat laggy, but it has very high base knockback (2nd strongest meteor at 0%). However, it has very low knockback scaling and therefore cannot reliably KO grounded opponents. But its base knockback is so high, it is one of the deadliest meteors in the game. It has diagonal knockback if the move connects in later frames.
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*[[Samus (SSBB)|Samus]]: Flips 90 degrees forward and faces the screen while swinging arm cannon in a 180 degree arc below her. It always meteor smashes with good power and with a wide hitbox. It has slow start-up but has almost no risk due to Samus's floaty falling speed and the down aerial's low ending lag. This is often Samus's only means of getting an early KO.
*[[Samus (SSBB)|Samus]]: Flips 90 degrees forward and faces the screen while swinging arm cannon in a 180 degree arc below her. It always meteor smashes with good power and with a wide hitbox. It has slow start-up but has almost no risk due to Samus's floaty falling speed and the down aerial's low ending lag. This is often Samus's only means of getting an early KO.
*[[Sheik (SSBB)|Sheik]]: A stall-then-fall. Sheik bends her body behind her center of gravity and leans leg out below her. Minimal knockback, and is dangerous to use. It comes down fast but has high landing lag.
*[[Sheik (SSBB)|Sheik]]: A stall-then-fall. Sheik bends her body behind her center of gravity and leans leg out below her. Minimal knockback, and is dangerous to use. It comes down fast but has high landing lag.
*[[Snake (SSBB)|Snake]]: Launches four subsequent kicks below himself. Similar to Lucas', but more damage, knockback, and doesn't meteor smash. Can be used very well in a short hop for a medium-high percent kill on a grounded opponent. Similar to his [[neutral aerial]], this can do up to 28% damage having the last stomp higher knockback than his neutral aerial and last hit being able to connect in a short hop at the expense of being harder to trap with. Overall, this is one of the strongest aerials in the game.
*[[Snake (SSBB)|Snake]]: Launches four subsequent kicks below himself. Similar to Lucas', but more damage, knockback, and doesn't meteor smash. Can be used very well in a short hop for a medium-high percent KO on a grounded opponent. Similar to his [[neutral aerial]], this can do up to 28% damage having the last stomp higher knockback than his neutral aerial and last hit being able to connect in a short hop at the expense of being harder to trap with. Overall, this is one of the strongest aerials in the game.
*[[Sonic (SSBB)|Sonic]]: A stall-then-fall. Lasts a long duration, but has high landing lag. After some frames, this move can be cancelled with his Spring Jump. It produces good horizontal knockback if landed in the initial frames, but it produces weak diagonal knockback when landed in subsequent frames.
*[[Sonic (SSBB)|Sonic]]: A stall-then-fall. Lasts a long duration, but has high landing lag. After some frames, this move can be cancelled with his Spring Jump. It produces good horizontal knockback if landed in the initial frames, but it produces weak diagonal knockback when landed in subsequent frames.
*[[Squirtle (SSBB)|Squirtle]]: Similar to Mario Tornado, but is better vertically ranged because of Squirtle's long tail with less horizontal range. It is also weaker than Mario's down aerial as well.
*[[Squirtle (SSBB)|Squirtle]]: Similar to Mario Tornado, but is better vertically ranged because of Squirtle's long tail with less horizontal range. It is also weaker than Mario's down aerial as well.
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