Super Smash Bros.
Super Smash Bros. Melee
Super Smash Bros. Brawl
Super Smash Bros. 4
Super Smash Bros. Ultimate
This article's title is unofficial.

Down tilt: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Line 188: Line 188:
!Damage
!Damage
|-
|-
|{{SSB4|Bowser}} ||Swipes forward with left claw, and then right. First hit knocks enemy back and does not lead into second hit very well. Great knockback on both hits. Can KO reliably over 100%.||14% (first hit), 11% (second hit)
|{{SSB4|Bowser}} ||Quickly punches one arm forward along the ground, then quickly follows it up with the other punch. First hit knocks enemy back and does not lead into second hit very well. Great knockback on both hits. Can KO reliably over 100%. On each punch, Bowser's hands are intangible while the hitboxes are active. ||14% (hit 1), 11% (hit 2)
|-
|-
|{{SSB4|Bowser Jr.}} || The Koopa Clown Car sticks out tongue and licks opponent three times. The third hit has moderate knockback. Not much start-up or end lag. Great for covering the ledge.||2 hits of 1.5%, then 5%
|{{SSB4|Bowser Jr.}} ||The Koopa Clown Car sticks out its tongue and licks opponent three times. The third hit has moderate knockback. Not much start-up or end lag. Great for covering the ledge. ||1.5% (hits 1-2), 5% (hit 3)
|-
|-
|{{SSB4|Captain Falcon}} ||Does a sweep kick, [[semi-spike|semi-spiking]] opponents. Has moderate range. Can KO opponents at high percentages. ||10%
|{{SSB4|Captain Falcon}} ||Does a low sweep kick. Deals vertical knockback and can KO opponents at high percentages. ||10%
|-
|-
|{{SSB4|Charizard}} ||Charizard headbutts along the ground, doing moderate knockback. Has a bit of end-lag. Can KO opponents at high percentages. Depending on the character, this move can miss at very close range. ||10%
|{{SSB4|Charizard}} ||Headbutts forward at the ground, dealing horizontal knockback. ||10%
|-
|-
|{{SSB4|Dark Pit}} ||Dark Pit leans forward a bit and slashes with his bow. This move very slightly changes animation depending on if his bow is combined or split. Very good range, but has a bit of end-lag. Good at hitting opponents trying to recover horizontally. Almost exactly the same as Pit's down tilt except for the damage output. ||6%
|{{SSB4|Dark Pit}} ||Identical to Pit's. ||6%
|-
|-
|{{SSB4|Diddy Kong}} || Diddy Kong claps at ground level in front of himself. Extremely fast. Very little knockback. Often can be used to pressure and rack up damage on opponents before Diddy Kong can lead into a throw or a forward smash to KO opponents.||6%
|{{SSB4|Diddy Kong}} ||Claps his hands together. Extremely fast and deals very little knockback. Often can be used to pressure and rack up damage on opponents. ||6%
|-
|-
|{{SSB4|Donkey Kong}} ||Donkey Kong slaps in front of himself near the ground. This move deals more damage if the enemy is closer to Donkey Kong. Sends opponents at a horizontal angle. Minimal KO power, but can lead into aerial attacks if used to knock the opponent off-stage. || 7% when sweetspotted, 6% when sourspotted
|{{SSB4|Donkey Kong}} ||Swats his hand along the ground. Sends opponents at a horizontal angle. Minimal KO power, but can lead into aerial attacks if used to knock the opponent off-stage. || 6% (hand), 7% (arm)
|-
|-
|{{SSB4|Dr. Mario}}  ||A spinning leg swipe move, which deals more damage when the opponent is closer to Dr. Mario. Relatively quick.|| 7% when sweetspoted, 5% when sourspotted
|{{SSB4|Dr. Mario}}  ||Identical to Mario's. ||5.6% (foot), 7.84% (leg)
|-
|-
|{{SSB4|Duck Hunt}} ||The duck flies in front of the dog in a circle, dealing damage. Moderately quick, good for hitting opponents below the stage.|| 8%
|{{SSB4|Duck Hunt}} ||The dog swings the duck forward, who attacks with it's beak. ||8%
|-
|-
|{{SSB4|Falco}} ||Falco swipes his tail in an arc near the ground, which deals more damage the closer the opponent is to him. Launches opponents at an upwards angle, becoming a KO move at 120%. Similar to Fox's down tilt, but deals more damage. Moderately quick. || Ranges from 9-12%  
|{{SSB4|Falco}} ||Performs a quick tail swipe. Surprisingly good knockback for its speed, being a reliable KO move around 120% if sweetspotted. ||12% (close), 11% (mid), 9% (far)
|-
|-
|{{SSB4|Fox}} || Fox swipes his tail in an arc near the ground, dealing more damage the closer the opponent is to him. When sweetspotted, the enemy is sent at  about a 45 degree angle, while the sourspot sends them at a near 90 degree angle. Moderately quick, but relatively situational compared to his other attacks. || Ranges from 6-8%
|{{SSB4|Fox}} ||Quickly swings his tail across the ground. Launches opponents vertically when sweetspotted and launches opponents diagonally when sourspotted. ||8% (close), 7% (mid), 6% (far)
|-
|-
|{{SSB4|Ganondorf}} || Ganondorf extends his leg out in front of himself, sending the opponent at a vertical angle. Very good range. One of Ganondorf's faster ground moves. A great KO move at higher percentages. If the opponent does not [[tech]] a grounded [[Flame Choke]], this move can be used as a follow-up. || 13%
|{{SSB4|Ganondorf}} ||Kneels on one leg and thrusts the other leg forward. Deals vertical knockback. Has good range and is one of Ganondorf's faster ground moves. Can be used as a follow-up attack after using a grounded [[Flame Choke]], if the opponent does not [[tech]] the move. ||13%
|-
|-
|{{SSB4|Greninja}} || Greninja slides his leg out in front of himself. While not good as a KO move, it can be used to set up a follow-up in the air or an up-smash. Very fast. || 7%
|{{SSB4|Greninja}} ||Does a low kick while crouching down. Very fast. While not good as a KO move, it can be used to set up a follow-up in the air or an up-smash. || 7%
|-
|-
|{{SSB4|Ike}} || A sword swipe close to the ground. One of Ike's fastest ground moves. Can be used for early percentage air follow-ups. || 8%
|{{SSB4|Ike}} ||Swings Ragnell horizontally across the ground. One of Ike's fastest ground moves. Can be used for early percentage air follow-ups. ||8%
|-
|-
|{{SSB4|Jigglypuff}} || Jigglypuff extends a leg out in front of itself. Has good horizontal knockback, which can be used for off-stage follow-ups. Somewhat slow, but has good range. || 10%
|{{SSB4|Jigglypuff}} ||Ducks down and sticks one foot out. Has good horizontal knockback, which can be used for off-stage follow-ups. ||10%
|-
|-
|{{SSB4|King Dedede}} || King Dedede does a forward roll that covers about one-sixth of [[Final Destination]]. Very quick, good for surprising opponents. Depending on the character, this move might miss if King Dedede is too close to the opponent. || 10% clean, 6% late
|{{SSB4|King Dedede}} ||Does a rolling cartwheel forward. Very quick, good for surprising opponents. ||10% (clean), 6% (late)
|-
|-
|{{SSB4|Kirby}} || Kirby extends his foot in front of himself. Extremely quick. Has essentially no KO power, but it can trip the opponent, which can lead into moves such as a forward smash or a grab. || 6%
|{{SSB4|Kirby}} ||Performs a quick leg sweep across the ground. Extremely quick, but essentially has no KO power unless the opponent is at an extremely high percent. The move can be used to [[trip]] the opponent, which can lead into moves such as a forward smash or a grab. || 6%
|-
|-
|{{SSB4|Link}} || A quick sword swipe close to the ground. At very high percentages, this move can KO vertically. This move has the ability to [[meteor smash]] an opponent who is in the air, making it good to use against opponents re-grabbing the ledge. || 12%
|{{SSB4|Link}} ||Swipes his sword across the ground. At very high percentages, this move can KO vertically. This move [[meteor smash]]es opponents who come in contact with Link's body or the hilt of his sword. ||12%
|-
|-
|{{SSB4|Little Mac}} || Little Mac jabs near the opponent's feet. Very quick. Due to the very small amount of vertical knockback this move has, it can be used to follow-up into many moves, most notably his forward smash and [[KO Uppercut]]. || 8%
|{{SSB4|Little Mac}} ||Does a crouching low range punch. Very quick. Deals vertical knockback, which can be used to follow-up into many moves, most notably his forward smash and [[KO Uppercut]]. ||8%
|-
|-
|{{SSB4|Lucario}} ||Lucario slides his leg in front of himself. Knockback and damage scale with [[Aura]]. At lower percentages, this move can combo into itself. One of Lucario's only ground moves to be able to hit an opponent on the ledge. || {{AuraDamageSSB4|5}}
|{{SSB4|Lucario}} ||Thrusts one leg forward while crouching. At lower percentages, this move can combo into itself. One of Lucario's only ground moves to be able to hit an opponent on the ledge. ||{{AuraDamageSSB4|5}}
|-
|-
|{{SSB4|Lucas}} || A quick spinning leg kick. Nearly identical in appearance to its ''Brawl'' counterpart. || 3%
|{{SSB4|Lucas}} ||Crouches and spins with his leg extended. Deals weak damage and knockback, but can combo into another down tilt or a different attack. ||3%
|-
|-
|{{SSB4|Lucina}} ||A quick stab near the ground. Good range. Excellent for hitting recovering opponents. Identical to Marth's down tilt except for dealing more damage and not having tipper capabilities. || 8%
|{{SSB4|Lucina}} ||Identical to Marth's. ||8.5%
|-
|-
|{{SSB4|Luigi}} || Luigi slides his foot across the ground into the opponent. Has poor range, but can be used for aerial follow-ups at higher percentages. Somewhat quick.|| 8%
|{{SSB4|Luigi}} ||Turns around and sticks his foot forward. Has poor range, but can be used for aerial follow-ups at higher percentages. ||8%
|-
|-
|{{SSB4|Mario}} || A quick spinning kick near the ground. Deals more damage if the opponent is closer to Mario when it hits. Relatively quick. || 7% when sweetspotted, 5% when sourspotted
|{{SSB4|Mario}} ||Performs a low sweep kick with his extended leg, dealing vertical knockback. Relatively quick. ||5% (foot), 7% (leg)
|-
|-
|{{SSB4|Marth}} || A quick stab near the ground. Good range. Excellent for hitting recovering opponents. This move has good knockback if the opponent is hit with the tip of Marth's sword. || 7% normal, 10% tipper
|{{SSB4|Marth}} ||Stabs his sword forward while crouching. Good range, being an excellent move for hitting recovering opponents. This move has good knockback if the opponent hits the tip of Marth's sword. ||7% (base), 10% (tip)
|-
|-
|{{SSB4|Mega Man}} || Mega Man performs his slide attack from ''Mega Man 3''. When used, he travels about 20% of the distance of [[Final Destination]]. Very little start up lag, but a noticeable amount of end-lag. Launches the opponent upwards. Good for surprises or reading rolls. Similar to King Dedede's down tilt, this move may miss if Mega Man is too close to the opponent when performed, depending on the character. || 8% when sweetspotted, 5% when sourspotted
|{{SSB4|Mega Man}} ||Sliding: Performs his slide attack from ''Mega Man 3''. When used, he slides about 20% the distance of {{SSB4|Final Destination}}. Has quick startup, but has a noticeable amount of endlag. Launches opponents vertically. Mega Man's foot is intangible while the hitboxes are out. ||8% (clean), 5% (late)
|-
|-
|{{SSB4|Meta Knight}} || Meta Knight stabs his sword close to the ground. Extremely fast. Has a chance to [[trip]] the opponent, which can lead to grabs or other moves. Slightly propels Meta Knight forward when used. || 5%
|{{SSB4|Meta Knight}} ||Thrusts his sword across the ground. Extremely fast, having a good chance to [[trip]] the opponent, which can lead to grabs or other moves. Slightly propels Meta Knight forward when used. ||5%
|-
|-
|{{SSB4|Mewtwo}} || Mewtwo swipes its tail across the ground. Very fast, with little starting and ending lag. Excellent range. Good for starting and extending combos. The base of the tail does more damage and hits vertically, while the tip of the tail has slightly more horizontal knockback and less damage. || 5% when sweetspotted, 4% when sourspotted
|{{SSB4|Mewtwo}} ||Swipes its tail across the ground. Very fast, with little starting and ending lag and has excellent range. Good for starting and extending combos. The base of the tail deals vertical knockback, while the tip of the tail deals slightly more horizontal knockback. ||5% (close), 4.5% (mid), 4% (far)
|-
|-
|{{SSB4|Mii Brawler}} ||A leg sweep close to the stage. Has moderate range. Launches opponents upwards, leading into attacks such as its neutral aerial or forward aerial. || 8%*
|{{SSB4|Mii Brawler}} ||Does a low sweep kick across the floor. Deals vertical knockback. || 8%*
|-
|-
|{{SSB4|Mii Gunner}} || The Gunner fires an explosion point-blank into the ground. Looks and functions extremely similar to Samus's down tilt. Can KO at higher percentages. Good at covering the ledge. || 14%*
|{{SSB4|Mii Gunner}} ||Fires an explosion point-blank into the ground. Looks and functions extremely similar to Samus's down tilt. Can KO at higher percentages. Good at covering the ledge. || 14%*
|-
|-
|{{SSB4|Mii Swordfighter}} || A quick stab near the ground in a fashion similar to Marth's down tilt. Launches opponents at a 45 degree angle. Good range. || 6%*
|{{SSB4|Mii Swordfighter}} ||Thrusts their sword forward in a fashion similar to Marth's down tilt. Launches opponents diagonally. ||8%*
|-
|-
|{{SSB4|Mr. Game & Watch}} || Mr. Game & Watch flips a manhole cover from the Game and Watch game ''Manhole''. Very noticeable end-lag. Launches opponents horizontally, and can kill at very high percentages. This move has [[wind]] properties above the manhole, allowing for vertical kills if the opponent jumps when the wind is in effect at higher percentages. The wind also deals small amounts of damage. || 6% (manhole), ~1% per wind hit
|{{SSB4|Mr. Game & Watch}} ||Flips a 3-D manhole in front of himself. The manhole now as a wind box that pushes opponents upwards, dealing small damage but no hitstun, and can break or derail certain projectiles with proper timing. Originates from ''Manhole''. ||6% (clean), 1% (late)
|-
|-
|{{SSB4|Ness}} || Ness extends his leg out in front of himself. Insanely fast, but has poor range and knockback. Deals more damage the closer the enemy is to Ness. Great for building up damage. Has the chance to [[trip]] opponents, leading to a grab or other moves. || 2% when sourspotted, 4% when sweetspotted
|{{SSB4|Ness}} ||Sticks his foot forward. Insanely fast, but has poor range and knockback. Great for building up damage. Has the chance to [[trip]] opponents, leading to a grab or other moves. ||4% (close), 2% (far)
|-
|-
|{{SSB4|Olimar}} || Olimar or Alph dives forwards, damaging their opponent. This move covers about 6-7% of [[Final Destination]] when performed. Very little start-up or end lag. Does not require any Pikmin. Launches opponent upwards, which gives it potential to lead into follow-up aerial attacks. || 6%
|{{SSB4|Olimar}} ||Does a sliding headbutt along the ground. Has very little start-up and endlag. Launches opponents upwards, giving Olimar the potential follow-up into an aerial attacks. ||6%
|-
|-
|{{SSB4|Pac-Man}} || Pac-Man turns into his classic form and bites diagonally downward. Produces weak horizontal knockback. Very little start-up lag, but a slight amount of end-lag. When used, it covers about 5% of [[Final Destination]]. Excellent for hitting opponents trying to grab the ledge. || 6%
|{{SSB4|Pac-Man}} ||Transforms into his ball form and chomps at a downward angle. Very fast and can be used as a surprise attack. || 6%
|-
|-
|{{SSB4|Palutena}} || Palutena spins her staff close to the ground directly in front of her. The hitboxes of this move stay out for a while, making it good for intercepting rolls and ledge grabs. A bit of both start-up and end lag are present. || 8%
|{{SSB4|Palutena}} ||Spins her staff close to the ground directly in front of her. The hitboxes of this move stay out for a while, making it good for intercepting rolls and ledge grabs. A bit of both start-up and end lag are present. ||8.5% (staff head), 5% (staff tail)
|-
|-
|{{SSB4|Peach}} || Peach slaps at the ground an an arc. A bit of start-up lag is noticeable. When an opponent is on the ground, this move is a [[meteor smash]], but this does not apply when the opponent is in the air. Sends the opponent straight up in the air. Can hit opponents trying to grab the ledge, but is a bit weak in KO potential. || 7%
|{{SSB4|Peach}} ||Bends forward and sweeps her hand diagonally across the ground. When an opponent is on the ground, this move is a [[meteor smash]], but this does not apply when the opponent is in the air. Peach's swinging arm is intangible while the hitboxes are active. ||7%
|-
|-
|{{SSB4|Pikachu}} || Swipes his tail in front of himself in an arc. Very fast, with minimal lag. Has the chance to [[trip]] opponents. If the move does not trip, the opponent is sent almost parallel to the ground, which can be followed up with a dash attack or other moves. || 6%
|{{SSB4|Pikachu}} ||Does a low tail sweep in front of itself. Very quick in terms of startup and ending lag, which can follow-up into other attacks. ||6%
|-
|-
|{{SSB4|Pit}} || Pit leans forward a bit and slashes with his bow. This move very slightly changes animation depending on if his bow is combined or split. Very good range, but has a bit of end-lag. Good at hitting opponents trying to recover horizontally. || 6%
|{{SSB4|Pit}} ||Swipes one blade across the ground in front of himself. Has very good range, useful for hitting opponents trying to recover horizontally. ||6%
|-
|-
|{{SSB4|R.O.B.}} || R.O.B. thrusts his arms diagonally downward. Extremely fast. Has the ability to combo into itself at low percentages. Has a chance to [[trip]] the opponent, leading to a grab or dash attack, among other options. || 5%
|{{SSB4|R.O.B.}} ||Thrusts both arms diagonally downward. Extremely fast, having the ability to combo into itself at low percentages. Has a chance to [[trip]] the opponent, leading to a grab or dash attack, among other options. ||5%
|-
|-
|{{SSB4|Robin}} ||Swipes their sword in an arc in front of themselves near the ground. Very similar to Pit's down tilt visually, but has far less range and slightly less end lag. This move cannot use the Levin Sword. Sends opponents at a horizontal angle. || 6%
|{{SSB4|Robin}} ||A very quick downward slash with the Bronze Sword. Robin's fastest tilt, although lacking in both range and knockback. Sends opponents at a horizontal angle. ||6%
|-
|-
|{{SSB4|Rosalina & Luma}}|| Rosalina spins on an axis while delivering a kick, as Luma does a headbutt diagonally downwards. Both Rosalina and Luma's hit sends the opponent at a 45 degree angle. Luma's hit is excellent for covering the ledge. Can KO at very high percentages. || 4.5% (Rosalina's hit), 3.5% (Luma's hit)
|{{SSB4|Rosalina & Luma}} ||Rosalina: Thrusts both legs down diagonally.<br/>Luma: does a headbutt diagonally downwards.
Decent speed. Good for spacing and edgeguard, when combined.
||Rosalina: 4.5%<br/>Luma: 3.5%
|-
|-
|{{SSB4|Roy}} || Jabs his sword briskly at the enemy's feet. Weaker than Roy's other tilts, but comes out quickly. || 11% (sweetspot), 6.5% (sourspot)
|{{SSB4|Roy}} ||Jabs his sword briskly at the enemy's feet. Weaker than Roy's other tilts, but comes out quickly. Identical to Marth's but has less endlag. ||11% (sweetspot), 6.5% (sourspot)
|-
|-
|{{SSB4|Ryu}}|| ''Tapped'': Quickly kicks the opponent's feet. Can be repeated as fast as the player can press, similar to his other tap tilts. If used on a prone fighter, they will be popped back onto their feet, allowing Ryu to continue combos on them for extended periods of time. Based off Ryu's crouching light kick in ''Street Fighter II''.<br/>''Held'': Does a crouching kick, similar to his crouching medium attack in the original ''Street Fighter II''. Despite having low power, it can be immediately cancelled into a special move only if Ryu hits the opponent or his shield, allowing Ryu to pressure his opponent. Shoryuken combos well with this tilt. || 1.6% (tapped), 7% (held)
|{{SSB4|Ryu}} ||''Tapped'': Quickly kicks the opponent's feet. Can be repeated as fast as the player can press, similar to his other tap tilts. If used on a prone fighter, they will be popped back onto their feet, allowing Ryu to continue combos on them for extended periods of time. Based off Ryu's crouching light kick in ''Street Fighter II''.<br/>''Held'': Does a crouching kick, similar to his crouching medium attack in the original ''Street Fighter II''. Despite having low power, it can be immediately cancelled into a special move only if Ryu hits the opponent or his shield, allowing Ryu to pressure his opponent. Shoryuken combos well with this tilt. ||1.6% (tapped), 7% (held)
|-
|-
|{{SSB4|Samus}} || Fires a point-blank explosion at the ground. Moderate range. Sends the opponent directly upwards. Can KO at very high percentages. Good for covering the ledge. Causes [[fire]] based damage. || 12%
|{{SSB4|Samus}} ||Shoots a small explosion at the ground with her arm cannon. Moderate range. Sends the opponent directly upwards. Can KO at high percentages. Good for covering the ledge. ||12%
|-
|-
|{{SSB4|Sheik}} || Sheik spins along the ground, extending a foot as she does so. Has a bit of noticeable end lag. Sends opponents at an upward angle, allowing for powerful aerial follow-ups. Somewhat mediocre range. || 7%
|{{SSB4|Sheik}} ||Does a quick leg sweep across the ground. Sends opponents at an upward angle, allowing for powerful aerial follow-ups. ||7%
|-
|-
|{{SSB4|Shulk}} || Shulk slashes with the Monado at a downward angle in an arc. There is a sweetspot on the Monado itself, while the blue blade of energy it produces is the sourspot. Can KO at very late percentages.  Damage and knockback change when applying a [[Monado Art]]. || When sweetspotted: 9% (No art and Jump), 7% (Speed), 6% (Shield), 12% (Buster) 4% (Smash); When sourspotted: 7% (No art and Jump), 5% (Speed) 4% (Shield) 9% (Buster) 4% (Smash)
|{{SSB4|Shulk}} ||Crouches and slashes the Monado at a downward angle. There is a sweetspot on the Monado itself, while the blue blade of energy it produces is the sourspot. Launches opponents diagonally. ||9% (blade), 7% (beam)
|-  
|-  
|{{SSB4|Sonic}} || Sonic performs a spinning kick near the ground. Sends opponents at a horizontal trajectory. Has a small amount of endlag. This move has a chance to [[trip]] opponents, allowing follow-ups such as a grab or dash attack. Good range. || 6%
|{{SSB4|Sonic}} ||Sweeps his foot along the ground. This move has a chance to [[trip]] opponents, allowing follow-ups such as a grab or dash attack. Slowly moves Sonic forward if used repeatedly. ||6%
|-
|-
|{{SSB4|Toon Link}} || A quick sword swipe across the ground. Has negligible starting and ending lag. Sends opponents at a horizontal trajectory. Can KO at extremely high percentages. This move has a chance to [[trip]] opponents, which can lead into a dash attack or other moves. Similar to Link's down tilt, but has less range and damage in exchange for speed. || 7%
|{{SSB4|Toon Link}} ||Swipes his sword across the ground. Similar to Link's down tilt but has less damage and range in exchange for speed. ||7%
|-
|-
|{{SSB4|Villager}} || Villager plucks a weed, damaging opponents. Has deceptive range, hurting opponents farther past the weed. The sweetspot of this move is on the weed itself, while the sour spot is farther away from Villager. A good move to follow up with after using his burying down-smash. Has good KO power, killing opponents at around 150%. || 13% when sweetspotted, 8% when sourspotted
|{{SSB4|Villager}} ||Pulls a weed out of the ground, knocking foes upwards. The weed creates a small shockwave that launches opponents at a more diagonal angle. Has good KO power, KOing opponents at around 150%. ||13% (weed), 8% (shockwave)
|-
|-
|{{SSB4|Wario}} || Wario thrusts his hand with a finger extended in front of himself diagonally downwards. Has minimal starting and ending lag, but mediocre range. Can combo into itself at lower percentages. || 4%
|{{SSB4|Wario}} ||Stabs his index finger diagonally downwards in front of himself. Has minimal starting and ending lag, but mediocre range. Can combo into itself at lower percentages. ||4%
|-
|-
|{{SSB4|Wii Fit Trainer}} || Assumes the Bridge pose, thrusting their knees forward to attack. Mediocre range. Has a bit of start-up and even more end-lag. This move can KO at high percentages, and with [[Deep Breathing]], it can kill even earlier. || 12% (normal), 13% (Deep Breathing active)
|{{SSB4|Wii Fit Trainer}} ||Performs the Bridge pose, thrusting her/his knees forward to attack. Mediocre range. Has a bit of start-up and even more end-lag. ||12%
|-
|-
|{{SSB4|Yoshi}} || Swipes its tail in an arc in front of itself along the ground. A little bit of end-lag is noticeable. Due to its base knockback, this move is not great for combos. This move does more damage the closer it is to Yoshi. Moderate range.  || 5% if sweetspotted, 4% if sourspotted
|{{SSB4|Yoshi}} ||Performs a low sweep with his tail. Deals low knockback and has noticeable endlag. ||5% (base), 4.5% (mid), 4% (tip)
|-
|-
|{{SSB4|Zelda}} || Zelda kicks a leg out from under her dress along the ground. Very little knockback. A small amount of end-lag is present. Great for covering the ledge. When the opponent is at higher percentages, this move can possibly be used to get the opponent trapped into [[Farore's Wind]], netting Zelda a KO. || 4%
|{{SSB4|Zelda}} ||Crouches and kicks her foot in front of her, hitting opponents low. Very little knockback. Great for covering the ledge. When the opponent is at higher percentages, this move can possibly be used to get the opponent trapped into [[Farore's Wind]], netting Zelda a KO. ||4.5%
|-
|-
|{{SSB4|Zero Suit Samus}} || Spins along the ground, delivering a swift kick as she does so. This move has moderate end-lag. Pushes Samus slightly forwards with each use. Knocks opponents in a vertical trajectory, allowing for aerial follow ups, possibly netting a KO using [[Boost Kick]]. || 8%
|{{SSB4|Zero Suit Samus}} ||Does a low leg sweep across the ground. Pushes Zero Suit Samus slightly forwards with each use. Knocks opponents in a vertical trajectory, allowing for aerial follow ups, possibly netting a KO using [[Boost Kick]]. ||8% (leg), 6% (foot)
|}
|}



Revision as of 17:26, July 27, 2015

Captain Falcon's down tilt in Brawl.
Mario's down tilt in Melee

A down tilt (abbreviated "d-tilt,"), officially called a strong down, is a tilt performed by any character by holding the control stick lightly down and pressing the attack button while on the ground, or crouching ahead of time and pressing the attack button. It will instantly hit all surrounding characters, making it useful for spacing. It is also useful for a foe rolling around the player. It can also be performed by pressing Z while crouching. Only in Super Smash Bros. Melee and in Super Smash Bros. Brawl do some of these down tilts meteor smash an opponent. In Brawl and SSB4, many down tilts have the ability to make opponents prat fall/trip occasionally.

Down tilts in Super Smash Bros.

Character Description Damage
Captain Falcon Jabs his foot. A good move that has IASA frames. Usually used as a shield stunner in order to throw after. Good knockback. Essentially Yoshi's up tilt but without set knockback, slightly less range, and more combo ability. 11%
Donkey Kong Does a slap-like move across the ground. One of the few low lag DK moves. Essentially a weaker version of Captain Falcon's. Very useful at close range to lead to a grab or down special move. 8%
Fox Quickly swings his tail. Similar to Link's but with more range and slightly more combo ability. If there wasn't Smash DI in this game, then this move could lead into an infinite with a down aerial after. 12%
Jigglypuff Jabs its foot. Similar to Pikachu but slightly less versatile, quicker, and has less range. Good combo ability and works great into rest. 10%
Kirby Jabs his foot. It is a long range move that is quite good at gimping and breaking shields. 9%
Link Swings his sword once. A different form of down tilt. Sends an opponent up. Combos into up special and other moves. However, the lag is too high for the move to be used often. 12%
Luigi Similar to Mario but with slightly less range, slightly less lag, and slightly less knockback. Combos into up special move. 7%
Mario Jabs his foot. A low knockback move with a good amount of damage. A sweeping kick. Not overly useful due to poor range and poor combo ability. 12%
Ness Quickly jabs his foot. Very quick with low damage. Usually used into a throw or against a wall for a shield break. Can be Smash DI'd out of to prevent a grab after. 3%
Pikachu Spins its tail around once. It's a moderately high knockback move with surprising range (similar to most of Pikachu's moves in this way). Lower combo ability than Pikachu's other moves. Semi-spike. Can gimp opponents. 12%
Samus A longer range version of Mario. Good knockback and a good spacing move. 13%
Yoshi Spins his tail once. It is another set knockback tilt (the other one being up tilt) with good power, can infinite against a wall, usually used for gimps. Very good for edgeguarding Fox, Jigglypuff and Kirby. High power semi-spike by the ledge. 10%

Down tilts in Super Smash Bros. Melee

Character Description Damage
Bowser Slashes at the ground two times. 7% first hit, 15% second hit, up to 22%.
Captain Falcon Sweeps at the ground. 12%
Donkey Kong Sweeps with his hand. Very fast. 7%
Dr. Mario Similar to Mario. Sends foes backwards. 9%
Falco Identical to Fox. Very powerful. 13%
Fox Sweeps with his tail. Fast and can KO. 10%
Ganondorf Sweeps at the ground. Identical to Captain Falcon. 12%
Ice Climbers Swings at the floor. Two hits. Leader, 4%, partner, 5%, up to 9%.
Jigglypuff Quickly extends its foot downwards. 10%
Kirby Kicks while crouching. 10%
Link Slashes at the ground. Meteor smashes if hit on the sweetspot. 11%
Luigi Similar to Mario. Weak knockback. 4-9%
Mario Sweeps his leg low on the ground. Very weak. 8%
Marth A quick crouching sword poke. Good for edgeguarding as it is a semi-spike. 9% untipped, 10% tipped.
Mewtwo Spins and sweeps tail on the ground. Can be used to combo fast-fallers. 9%
Mr. Game & Watch Flips a manhole cover in front of him. Deals vertical knockback, and can KO at higher percentages. 12%
Ness Thrusts his leg downwards. Comboes into itself and can trap some fast-fallers indefinitely. 3%
Peach Sweeps the ground with her arm. Can meteor smash with her arm. Can KO under 150% if she hits the opponent with her hand. Strongest down tilt meteor smash in Melee. 6-12%
Pichu Identical to Pikachu. 7%
Pikachu Swings its tail at the ground. Weak but fast. 7%
Roy Similar to Marth. Good for comboing. 12% base, 10% tip.
Samus Shoots at the ground. High knockback. 14%
Sheik Kicks while crouching 7%
Yoshi Swipes at the ground with his tail. 9%
Young Link Same as Link but stronger. Always meteor smashes. 10%
Zelda Thrusts her foot outwards. Meteor smashes if it is sweetspotted. 7%

Down tilts in Super Smash Bros. Brawl

Character Description Damage
Bowser Swipes his claws along the ground twice, dealing mroe damage and knockback on the first hit. 14% (hit 1), 11% (hit 2)
Captain Falcon Does a low sweep kick. Deals vertical knockback. 10%
Charizard Reaches out and bites along the ground. The strongest part of the move is at the head. 12% (head), 8% (neck)
Diddy Kong Claps his hands together, showing a colored "booming" effect. Horizontal knockback. Can combo into itself at low percentages. 7%
Donkey Kong Swats his hand along the ground with good range. Great for racking up damage at low percentages and a trip can lead into a Hand Slap. 8%
Falco Performs a quick tail swipe. Stronger than Fox's, but has less range. Good for setting up combos. 12% (near), 9% (far)
Fox Swings his tail along the ground. 9% (close), 8% (mid), 7% (far)
Ganondorf Kneels on one leg and sweeps the other leg forward. Deals weaker knockback compared with Ganondorf's other moves but has less endlag. A good KO move at high percents. 12%
Ice Climbers Sweep hammers across the ground. Good for edgeguarding due to horizontal knockback. 6% (leader), 4-5% (partner)
Ike Swings Ragnell horizontally across the ground. The tip of the sword meteor smashes airborne opponents and launches grounded opponents upwards. 14%
Ivysaur Whips two vines quickly along the ground, hitting twice. Has good range. 2% (hit 1), 5% (hit 2)
Jigglypuff Ducks and sticks its foot forward. Low knockback. 10%
King Dedede Extends one ofoot and sweeps the ground with it. Considerable ending lag, but strong attack. Good for edgeguarding. 10% (clean), 6% (late)
Kirby Crouches low and delivers a low kick. 5% (foot base), 6% (foot tip)
Link Swipes sword across the ground. Meteor smashes opponents who come in contact with Link's body or the hilt of the sword. 12%
Lucario Thrusts one leg forward while crouching. 7%
Lucas Crouches and spins with his leg extended. The tip of the attack can sometimes cause opponents to trip. Very fast and can easily combo into itself. 6%
Luigi Sticks his foot forward. Can cause opponents to sometimes trip. Can be a weak meteor smash if used on a foe on the ledge. 9%
Mario Sweeps low to the ground with his leg. Poor knockback and short range. 5% (foot), 7% (leg)
Marth Stabs his sword forward. Moves Marth forward a bit when used. 9% (blade), 10% (tip), 8% (body)
Meta Knight Thrusts his sword across the ground. Deals more damage if the opponent is closer to Meta Knight's body. Can be used to pseudo-crawl. 4-7%
Mr. Game & Watch Flips a 3D manhole in front of him. Excellent move with good knockback and speed. Good for combo setups and a good follow up to his down throw. Originates from Manhole. 6% (grounded), 9% (aerial)
Ness Sticks his foot forward. Very fast and can be used many times in succession. Can cause opponent to trip. Good hitstun, but less knockback. This move is great setup for Ness' up smash if the enemy trips. 4%
Olimar Does a headbutt while sliding along the ground. (Comedically, if Pikmin are behind him, it looks like his Pikmin shoved him on the ground.) 6% (body), 2% (antenna)
Peach Bends forward and sweeps her hand diagonally across the ground. Meteor smashes opponents who hit her forearm and grounded opponents who hit the tip of her hand. Airborne opponents that hit the tip of her hand they will be launched upwards instead. 10%
Pikachu Does a quick, low tail whip. Very quick. 7%
Pit Swipes one blade across the ground in front of him. Acts as a meteor smash if the foe hits Pit's body. 11%
R.O.B. Quickly pushes his arms forward along the ground. Has no lag and can be used repeatedly. Not much knockback, but a good damage racker. Can infinite against walls. 5% (arms), 4% (arms tip)
Samus Shoots a small explosion at the ground with her arm cannon. Very strong, good finisher, no startup lag, and decent damage. 14%
Sheik Does a quick leg sweep across the ground. Deals low vertical knockback. 8%
Snake Does a low spin kick while prone. Deals strong vertical knockback, having KO potential on most characters at 120% and up. 10%
Sonic Sweeps his foot along the ground. If used repeatedly, it will slowly move Sonic forward. 6%
Squirtle Spins around and around forward, dealing multiple hits. 2% (hits 1-4), 5% (hit 5)
Toon Link Swipes his sword across the ground. Good for edgeguarding. Deals medium knockback. 9%
Wario Stabs his index finger at the ground in front of him. Quick, but weak. 7%
Wolf Kicks out with his foot, having decent range and can cause tripping. 6%
Yoshi Sweeps his tail across the ground. No longer deals set knockback. Damage is weaker at the tip of Yoshi's tail. 10% (tail), 5% (tail tip)
Zelda Kicks her foot in front of herself. Weak, but can combo into itself or pop enemy slightly above her. Meteor smashes foes if they hit her leg and grounded opponents that hit the tip of her foot. If airborne opponents hit the tip of her foot, they will instead be launched upwards. 7% (foot), 8% (leg)
Zero Suit Samus Does a low leg sweep across the ground. Sends foe upwards. 6%

Down tilts in Super Smash Bros. 4

Character Description Damage
Bowser Quickly punches one arm forward along the ground, then quickly follows it up with the other punch. First hit knocks enemy back and does not lead into second hit very well. Great knockback on both hits. Can KO reliably over 100%. On each punch, Bowser's hands are intangible while the hitboxes are active. 14% (hit 1), 11% (hit 2)
Bowser Jr. The Koopa Clown Car sticks out its tongue and licks opponent three times. The third hit has moderate knockback. Not much start-up or end lag. Great for covering the ledge. 1.5% (hits 1-2), 5% (hit 3)
Captain Falcon Does a low sweep kick. Deals vertical knockback and can KO opponents at high percentages. 10%
Charizard Headbutts forward at the ground, dealing horizontal knockback. 10%
Dark Pit Identical to Pit's. 6%
Diddy Kong Claps his hands together. Extremely fast and deals very little knockback. Often can be used to pressure and rack up damage on opponents. 6%
Donkey Kong Swats his hand along the ground. Sends opponents at a horizontal angle. Minimal KO power, but can lead into aerial attacks if used to knock the opponent off-stage. 6% (hand), 7% (arm)
Dr. Mario Identical to Mario's. 5.6% (foot), 7.84% (leg)
Duck Hunt The dog swings the duck forward, who attacks with it's beak. 8%
Falco Performs a quick tail swipe. Surprisingly good knockback for its speed, being a reliable KO move around 120% if sweetspotted. 12% (close), 11% (mid), 9% (far)
Fox Quickly swings his tail across the ground. Launches opponents vertically when sweetspotted and launches opponents diagonally when sourspotted. 8% (close), 7% (mid), 6% (far)
Ganondorf Kneels on one leg and thrusts the other leg forward. Deals vertical knockback. Has good range and is one of Ganondorf's faster ground moves. Can be used as a follow-up attack after using a grounded Flame Choke, if the opponent does not tech the move. 13%
Greninja Does a low kick while crouching down. Very fast. While not good as a KO move, it can be used to set up a follow-up in the air or an up-smash. 7%
Ike Swings Ragnell horizontally across the ground. One of Ike's fastest ground moves. Can be used for early percentage air follow-ups. 8%
Jigglypuff Ducks down and sticks one foot out. Has good horizontal knockback, which can be used for off-stage follow-ups. 10%
King Dedede Does a rolling cartwheel forward. Very quick, good for surprising opponents. 10% (clean), 6% (late)
Kirby Performs a quick leg sweep across the ground. Extremely quick, but essentially has no KO power unless the opponent is at an extremely high percent. The move can be used to trip the opponent, which can lead into moves such as a forward smash or a grab. 6%
Link Swipes his sword across the ground. At very high percentages, this move can KO vertically. This move meteor smashes opponents who come in contact with Link's body or the hilt of his sword. 12%
Little Mac Does a crouching low range punch. Very quick. Deals vertical knockback, which can be used to follow-up into many moves, most notably his forward smash and KO Uppercut. 8%
Lucario Thrusts one leg forward while crouching. At lower percentages, this move can combo into itself. One of Lucario's only ground moves to be able to hit an opponent on the ledge. 5%
Lucas Crouches and spins with his leg extended. Deals weak damage and knockback, but can combo into another down tilt or a different attack. 3%
Lucina Identical to Marth's. 8.5%
Luigi Turns around and sticks his foot forward. Has poor range, but can be used for aerial follow-ups at higher percentages. 8%
Mario Performs a low sweep kick with his extended leg, dealing vertical knockback. Relatively quick. 5% (foot), 7% (leg)
Marth Stabs his sword forward while crouching. Good range, being an excellent move for hitting recovering opponents. This move has good knockback if the opponent hits the tip of Marth's sword. 7% (base), 10% (tip)
Mega Man Sliding: Performs his slide attack from Mega Man 3. When used, he slides about 20% the distance of Final Destination. Has quick startup, but has a noticeable amount of endlag. Launches opponents vertically. Mega Man's foot is intangible while the hitboxes are out. 8% (clean), 5% (late)
Meta Knight Thrusts his sword across the ground. Extremely fast, having a good chance to trip the opponent, which can lead to grabs or other moves. Slightly propels Meta Knight forward when used. 5%
Mewtwo Swipes its tail across the ground. Very fast, with little starting and ending lag and has excellent range. Good for starting and extending combos. The base of the tail deals vertical knockback, while the tip of the tail deals slightly more horizontal knockback. 5% (close), 4.5% (mid), 4% (far)
Mii Brawler Does a low sweep kick across the floor. Deals vertical knockback. 8%*
Mii Gunner Fires an explosion point-blank into the ground. Looks and functions extremely similar to Samus's down tilt. Can KO at higher percentages. Good at covering the ledge. 14%*
Mii Swordfighter Thrusts their sword forward in a fashion similar to Marth's down tilt. Launches opponents diagonally. 8%*
Mr. Game & Watch Flips a 3-D manhole in front of himself. The manhole now as a wind box that pushes opponents upwards, dealing small damage but no hitstun, and can break or derail certain projectiles with proper timing. Originates from Manhole. 6% (clean), 1% (late)
Ness Sticks his foot forward. Insanely fast, but has poor range and knockback. Great for building up damage. Has the chance to trip opponents, leading to a grab or other moves. 4% (close), 2% (far)
Olimar Does a sliding headbutt along the ground. Has very little start-up and endlag. Launches opponents upwards, giving Olimar the potential follow-up into an aerial attacks. 6%
Pac-Man Transforms into his ball form and chomps at a downward angle. Very fast and can be used as a surprise attack. 6%
Palutena Spins her staff close to the ground directly in front of her. The hitboxes of this move stay out for a while, making it good for intercepting rolls and ledge grabs. A bit of both start-up and end lag are present. 8.5% (staff head), 5% (staff tail)
Peach Bends forward and sweeps her hand diagonally across the ground. When an opponent is on the ground, this move is a meteor smash, but this does not apply when the opponent is in the air. Peach's swinging arm is intangible while the hitboxes are active. 7%
Pikachu Does a low tail sweep in front of itself. Very quick in terms of startup and ending lag, which can follow-up into other attacks. 6%
Pit Swipes one blade across the ground in front of himself. Has very good range, useful for hitting opponents trying to recover horizontally. 6%
R.O.B. Thrusts both arms diagonally downward. Extremely fast, having the ability to combo into itself at low percentages. Has a chance to trip the opponent, leading to a grab or dash attack, among other options. 5%
Robin A very quick downward slash with the Bronze Sword. Robin's fastest tilt, although lacking in both range and knockback. Sends opponents at a horizontal angle. 6%
Rosalina & Luma Rosalina: Thrusts both legs down diagonally.
Luma: does a headbutt diagonally downwards.

Decent speed. Good for spacing and edgeguard, when combined.

Rosalina: 4.5%
Luma: 3.5%
Roy Jabs his sword briskly at the enemy's feet. Weaker than Roy's other tilts, but comes out quickly. Identical to Marth's but has less endlag. 11% (sweetspot), 6.5% (sourspot)
Ryu Tapped: Quickly kicks the opponent's feet. Can be repeated as fast as the player can press, similar to his other tap tilts. If used on a prone fighter, they will be popped back onto their feet, allowing Ryu to continue combos on them for extended periods of time. Based off Ryu's crouching light kick in Street Fighter II.
Held: Does a crouching kick, similar to his crouching medium attack in the original Street Fighter II. Despite having low power, it can be immediately cancelled into a special move only if Ryu hits the opponent or his shield, allowing Ryu to pressure his opponent. Shoryuken combos well with this tilt.
1.6% (tapped), 7% (held)
Samus Shoots a small explosion at the ground with her arm cannon. Moderate range. Sends the opponent directly upwards. Can KO at high percentages. Good for covering the ledge. 12%
Sheik Does a quick leg sweep across the ground. Sends opponents at an upward angle, allowing for powerful aerial follow-ups. 7%
Shulk Crouches and slashes the Monado at a downward angle. There is a sweetspot on the Monado itself, while the blue blade of energy it produces is the sourspot. Launches opponents diagonally. 9% (blade), 7% (beam)
Sonic Sweeps his foot along the ground. This move has a chance to trip opponents, allowing follow-ups such as a grab or dash attack. Slowly moves Sonic forward if used repeatedly. 6%
Toon Link Swipes his sword across the ground. Similar to Link's down tilt but has less damage and range in exchange for speed. 7%
Villager Pulls a weed out of the ground, knocking foes upwards. The weed creates a small shockwave that launches opponents at a more diagonal angle. Has good KO power, KOing opponents at around 150%. 13% (weed), 8% (shockwave)
Wario Stabs his index finger diagonally downwards in front of himself. Has minimal starting and ending lag, but mediocre range. Can combo into itself at lower percentages. 4%
Wii Fit Trainer Performs the Bridge pose, thrusting her/his knees forward to attack. Mediocre range. Has a bit of start-up and even more end-lag. 12%
Yoshi Performs a low sweep with his tail. Deals low knockback and has noticeable endlag. 5% (base), 4.5% (mid), 4% (tip)
Zelda Crouches and kicks her foot in front of her, hitting opponents low. Very little knockback. Great for covering the ledge. When the opponent is at higher percentages, this move can possibly be used to get the opponent trapped into Farore's Wind, netting Zelda a KO. 4.5%
Zero Suit Samus Does a low leg sweep across the ground. Pushes Zero Suit Samus slightly forwards with each use. Knocks opponents in a vertical trajectory, allowing for aerial follow ups, possibly netting a KO using Boost Kick. 8% (leg), 6% (foot)

* This assumes the Mii is default height and weight.

Notable down tilts

In Melee

  • Mr. Game and Watch's and Falco's down tilts, well known for their speed and power. Each of their down tilts sends the enemy upwards and can KO as early as 100%.
  • Marth and Yoshi's down tilts, which are low trajectory "pokes", are useful for edge-guarding.
  • Ness's down tilt is an infinite on certain stages against fast fallers.
  • Peach, Young Link, Link, and Zelda can all meteor smash with their down tilts.

In Brawl

  • Meta Knight's down tilt comes out on frame 3 and has IASA frames on frame 15; this combined with its exceptional range makes it a potent frame trap.
  • Ness's down tilt is extremely fast, and can rack up damage extremely fast. It has a 100% chance of tripping if sweetspotted.
  • Marth's down tilt is fast, very easy to sweetspot compared to his other attacks, and can be used to easily reach over an edge. He can potentially perform a down tilt lock that can be combined with a forward throw against most characters on a wall until high percentage.
  • Peach's down tilt has a IASA frames at the end of the move that causes her to slide backwards (known as down tilt cancel glide), which is ideal for increasing range on reverse forward smash, spacing, and evasion with perfect timing.
  • Ike's down tilt is a meteor smash that has the highest knockback scaling out of all of the down tilt meteor smashes.