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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 Blue" 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 as confirmed by his "Red" Smash trophy description in Melee. 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 has electrical properties.

Overview

In Super Smash Bros Melee

The Knee Smash is considered among the best moves in the game due to its fast 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 electrical effect. The second hitbox (nicknamed the "soft knee") lasts much longer, but lacks the damage and knockback of the initial hitbox. The attack, however, acts as a semi-spike, albeit a weak one.

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".

In the PAL version of Melee, the late hit of the attack is weakened, dealing less knockback and halved damage.

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 electrical 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 1 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 sweet spotted Knee 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 has been buffed. On top of being generally easier to sweetspot with, a sweetspotted Knee also deals 20% damage when fresh, 1% more than its Brawl iteration. Additionally, the faster pace and greater hitstun of this game makes it easier for Captain Falcon to combo into it reliably, once again making the Knee Smash a potent finisher. However, its sourspot still only deals 3% damage, with much weaker knockback, though this still makes it useful for gimping.

Skull Crusher

File:Skull Crusher Ganondorf Brawl.png
Landing with the move in Brawl.

Though Ganondorf was a clone of Captain Falcon in Melee, his forward aerial is not a knee, but is instead an arcing downward punch resembling a faster version of Mario's own forward aerial in both Melee and Brawl, nicknamed the "Skull Crusher". In Melee, it has the same number of start-up frames as the Knee Smash, but has less knockback (though still strong enough to reliably KO under 120%), and longer ending and landing lag. Unlike the Knee though, it has only one hitbox in Melee, with longer reach, allowing the move to be landed easier. Due to its rather fast speed for such a strong attack (that has no sour spot hitboxes), and its great reach, the Skull Crusher became a pivotal move in Ganondorf's metagame.

In Brawl, similar to the Knee Smash, the move was nerfed, despite a slight increase in its knockback dealt. It has 3 frames slower start-up, along with drastically longer ending and landing lag (which is made worse by the removal of L-canceling, and the fact that it cannot auto-cancel from any height due to a glitch). It was also given a sourspot hitbox that covers Ganondorf's arm, making the move require spacing to land properly. In comparison to the Knee Smash, there is much less difference in damage and knockback between its two hitboxes compared to the 3 hitboxes of Captain Falcon's knee (the Skull Crusher's sour spot can still KO under 150%, while the two sour spot hitboxes of the Knee Smash deal minimal damage and knockback).

Trivia

  • The Knee Smash is one of only five knee-based attacks in the Smash Bros. series that are not pummels (the other three being the third hit of Falcon's neutral combo, the first hit of Snake's forward tilt, the third hit of Wii Fit Trainer's neutral combo, and Zero Suit Samus' dash attack in Super Smash Bros. 4).

Gallery

See also