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Knee Smash

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The Knee Smash, used in midair on foes in front of you, is slow and has a short reach, but if it connects, it'll send foes flying a long way on a low trajectory.
Captain Falcon's "Smash Red" Trophy, Super Smash Bros. Melee
The Knee Smash in Super Smash Bros. 4.

The Knee Smash, also well known as The Knee or the Knee of Justice (and a variety of other nicknames involving the term "knee") is Captain Falcon's forward aerial in Super Smash Bros. Melee, Super Smash Bros. Brawl, and Super Smash Bros. 4. It is an extremely powerful low-trajectory KO move often used at the end of Falcon's combos and for edge-guarding. It deals up to 18% damage in Melee and 19% in Brawl and SSB4, and has electrical properties when sweetspotted. The name of the move is confirmed from his "Red" Smash trophy description in Melee.

Overview

In Super Smash Bros. Melee

File:Knee smash in melee.png
The Knee Smash in Melee.

The Knee Smash is considered among the best moves in the game due to its low start-up lag and very powerful horizontal knockback, where it can reliably KO under 100% in most stages. Many combos and strategies for Captain Falcon end with a Knee Smash. When the Knee Smash is at full power, it makes an excellent wall of pain, and can be accompanied by Captain Falcon's down aerial for a pseudo-Ken Combo.

The Knee Smash acts as a sex kick, with two main hitboxes. The initial hitbox (often called the "hard knee"), which lasts only a few frames, is Captain Falcon's primary KO move and is accompanied by an electric effect. The second hitbox (nicknamed the "soft knee") lasts much longer, but lacks the damage and knockback of the initial hitbox. The attack acts as a semi-spike, albeit a weak one. Despite how seemingly weak it is, it has its uses. The player can use weak knee in comboing the entire cast with the most common combos being: weak knee into hard knee and weak knee into up air. Weak knee can also be used in edge guarding. By using his speed Captain Falcon can reach extremely far offstage and cover large areas with his knee. While sometimes the weak knee may not be enough to kill, it sets the player up to continue the edge guard.

Due to the Knee Smash's low ending lag, players can use it as a launcher into another aerial attack, often another Knee Smash. In addition, if a hard Knee Smash lands at 60% or so, players can occasionally follow it up with an aerial Falcon Punch in the deadly "Sacred Combo".

When used on shield, if the player can land a hard knee as low to the ground as possible, the player will have enough time to grab the opponent if he decides to shield grab. This is useful in mindgame because of how deceivingly safe it is on shield.

In the PAL version of Melee, the late hit of the attack is weakened, dealing less knockback and halved damage. This nerf prevents Captain Falcon from following up with another hard knee, forcing him to follow up with an up aerial instead.

In Super Smash Bros. Brawl

In Brawl, the Knee Smash was nerfed. The initial hitbox was nerfed such that it needs to actually sweet spot on the knee for the familiar electric hit to occur, as the back hitbox simply has similar properties of NTSC Melee's late hit, while the late hit in Brawl acts like the PAL late hit in Melee, being even weaker than the clean hit's sourspot. In addition, the initial hitbox as a whole now only lasts one frame; as a result, it is much harder to land a hard Knee Smash. Its hitlag has also been significantly increased, allowing for more DI and SDI from the opponent. On the upside, it can autocancel from a short hop, though on smaller characters, this trait can only be taken full advantage of if they aren't on the ground. Nonetheless, the Knee Smash remains among Falcon's strongest finishers, sometimes used in an aerial combo in place of his up aerial.

A late Knee Smash can trip a grounded opponent often, and is still useful for gimping recoveries like Falco's, albeit less so than in Melee. It can also be followed up with an up aerial or a sweet spotted Knee Smash if the opponent is read correctly.

It is notable that Captain Falcon has a true setup for a sweetspotted Knee Smash if he uses it after a grab air release on Wario, and a grab ground release on Ness.

In Super Smash Bros. 4

The Knee Smash was once again nerfed. The Knee Smash has significantly more landing lag (is now 30 frames, or half a second), aerial cool-down (IASA frame 40 → 46) and can no longer autocancel in a short hop. As a result, it is no longer a practical approach option, and is somewhat riskier to use offstage. However, it does have more base knockback with slightly reduced scaling as a result, being safer to land a hard knee at lower percents.

Despite these nerfs, it sees more use than in Brawl, largely due to the changes to hitstun canceling, which is now only possible after frame 40 with an air dodge or frame 45 with an aerial, rather than frame 13 or 25. Conveniently, like in Melee, Knee Smash can still connect on most characters after a down throw at mid-percentages, and after a low up aerial at mid- to high percentages. After 100% damage, however, it becomes difficult to land a Knee Smash again, requiring a read on an early hitstun cancel to hit.

Trivia

  • The Knee Smash is one of only five knee-based attacks in the Super Smash Bros. series that are not pummels. The other four are the third hit of Falcon's neutral combo, the first hit of Snake's forward tilt, the second hit of Wii Fit Trainer's neutral combo, and Zero Suit Samus' dash attack in Super Smash Bros. 4.
  • The Knee Smash is known for being the final move used on the infamous Wombo Combo.

Gallery

See also