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[[File:Down Tilt.jpg|thumb|250px|[[Captain Falcon]]'s down tilt in ''Brawl''.]]
[[File:Down Tilt.jpg|thumb|250px|[[Captain Falcon]]'s down tilt in ''Brawl''.]]
[[File:MarioDownTiltSSBM.gif|200px|thumb|Mario's down tilt in ''Melee]]
[[File:MarioDownTiltSSBM.gif|200px|thumb|Mario's down tilt in ''Melee]]

Revision as of 18:44, February 13, 2019

An icon for denoting incomplete things.
Captain Falcon's down tilt in Brawl.
Mario's down tilt in Melee

A down tilt (abbreviated "d-tilt,"), officially called a strong down (下強攻撃, Down/lower/under strong attack), 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 can also be performed by pressing Z while crouching.

Down tilts tend to be very quick grounded moves with good range, making them useful for spacing and "poking" from a distance. Some down tilts are also combo or followup initiators, while others are capable edgeguarding moves due to their semi-spike angle. In Super Smash Bros. Melee and Super Smash Bros. Brawl, some down tilts are capable of meteor smashing opponents, while in Brawl and SSB4, many have the ability to make opponents prat fall 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. Can semi-spike opponents. 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.Can be used to jab reset opponents. 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. Extremely good combo starter. 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 more 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 foot 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
Bayonetta Does a low sweep kick that launches opponents upwards. A very useful combo starter for special moves and smash attacks. If the attack is held, Bayonetta fires two guns in front of her and one behind. 7%
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 Junior 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%
Cloud A ground-hugging forwards slide, similar to Mega Man's down tilt. Deals slightly more damage if it connects after the first few frames. Very quick startup and sends Cloud a good distance forward while keeping his hitbox small, making it useful as a quick and weak punish. Launches opponents vertically, leading into follow-ups with aerial attacks. 6% (early), 7% (late)
Corrin Slashes with the Omega Yato across the ground, knocking opponents upwards. Relatively low knockback which sends opponents directly upwards, which can lead into an up tilt or aerials at lower percentages. 7.5%
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 however, it has high ending lag. 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.