Super Smash Bros. Melee

Peach (SSBM)/Down smash: Difference between revisions

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(Undid edit by SKMM: The part where it said where it is considered the best down smash explains it already.)
(Added a bit of information regarding this move's notoriety. x))
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==Overview==
==Overview==
[[File:Peach Down Smash Hitbox Melee.gif|thumb|The hitbox of Peach's d-smash.]]
[[File:Peach Down Smash Hitbox Melee.gif|thumb|The hitbox of Peach's d-smash.]]
Peach spins around on the ground, with her dress dealing damage. Despite consisting of five hits, the move is designed as a single-hit smash attack, with decent damage, above-average base knockback, and slightly reduced knockback scaling. As a result, if multiple hits land for whatever reason, the move can deal very high damage and knockback - if a foolish or outguessed opponent at low damage [[crouch cancel]]s, the attack can deal a theoretical {{ChargedSmashDmgSSBM|64.96}} damage if all the hits land (due to how ''Melee''{{'}}s [[stale]]ness works), and even three hits can outdamage {{mvsub|Ganondorf|SSBM|up smash|poss=y}}. While its 140 launch angle is not much different than the [[Sakurai angle]] (reversed), it can still act as a deadly move against fast-fallers, whom it can KO as low as 20% near the edge. With its ridiculous damage potential at low percentages and decent power at high ones, overall it could be considered the best [[down smash]].
Peach spins around on the ground, with her dress dealing damage. Despite consisting of five hits, the move is designed as a single-hit smash attack, with decent damage, above-average base knockback, and slightly reduced knockback scaling. As a result, if multiple hits land for whatever reason, the move can deal very high damage and knockback - if a foolish or outguessed opponent at low damage [[crouch cancel]]s, the attack can deal a theoretical {{ChargedSmashDmgSSBM|64.96}} damage if all the hits land (due to how ''Melee''{{'}}s [[stale]]ness works), and even three hits can outdamage {{mvsub|Ganondorf|SSBM|up smash|poss=y}}. While its 140 launch angle is not much different than the [[Sakurai angle]] (reversed), it can still act as a deadly move against fast-fallers, whom it can KO as low as 20% near the edge. With its ridiculous damage potential at low percentages and decent power at high ones, overall it could be considered the best [[down smash]] and one of the best moves in the game, next to Fox's [[Fox (SSBM)/Down special|Reflector]]. It is well-known among the competitive community and gained such an high notoriety that both commentators and competitors alike commonly nickname it "The blender", "The meat ginder" or "The washing machine". Another popular nickname for it is "The equalizer" for its ability to instantly bring back a large percentage deficit.


{{competitive expertise}}
{{competitive expertise}}

Revision as of 18:49, January 12, 2015

Overview

The hitbox of Peach's d-smash.

Peach spins around on the ground, with her dress dealing damage. Despite consisting of five hits, the move is designed as a single-hit smash attack, with decent damage, above-average base knockback, and slightly reduced knockback scaling. As a result, if multiple hits land for whatever reason, the move can deal very high damage and knockback - if a foolish or outguessed opponent at low damage crouch cancels, the attack can deal a theoretical 64.96% damage if all the hits land (due to how Melee's staleness works), and even three hits can outdamage Ganondorf's up smash. While its 140 launch angle is not much different than the Sakurai angle (reversed), it can still act as a deadly move against fast-fallers, whom it can KO as low as 20% near the edge. With its ridiculous damage potential at low percentages and decent power at high ones, overall it could be considered the best down smash and one of the best moves in the game, next to Fox's Reflector. It is well-known among the competitive community and gained such an high notoriety that both commentators and competitors alike commonly nickname it "The blender", "The meat ginder" or "The washing machine". Another popular nickname for it is "The equalizer" for its ability to instantly bring back a large percentage deficit.


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Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
All hits (5)
0 0 14% 0 AngleIcon140.png 40 80 0 3.5154 0 0.0 1.5624 7.812 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 14% 0 AngleIcon140.png 40 80 0 3.5154 0 0.0 1.5624 -7.812 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
2 0 12% 0 AngleIcon140.png 35 80 0 3.5154 0 0.0 1.953 3.1248 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
3 0 12% 0 AngleIcon140.png 35 80 0 3.5154 0 0.0 1.953 -3.1248 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick

Timing

Legs intangible 3-24
Charge interval 3-4
Hitboxes 5-6, 9-10, 13-14, 17-18, 21-22
Animation length 39
Interruptible 46
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legs  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible