Character |
Description |
Damage
|
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)
|
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%
|
Captain Falcon |
Does a sweep kick, semi-spiking opponents. Has moderate range. Can KO opponents at high percentages. |
10%
|
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%
|
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%
|
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%
|
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
|
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
|
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%
|
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%
|
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%
|
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%
|
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%
|
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%
|
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%
|
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
|
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%
|
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%
|
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%
|
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. |
3% (0%), 4% (50%), 5% (100%), 7% (150%), 8% (190%+)
|
Lucas |
A quick spinning leg kick. Nearly identical in appearance to its Brawl counterpart. |
3%
|
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%
|
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%
|
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
|
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
|
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
|
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%
|
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
|
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% (standard height and weight)
|
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% (standard weight and height)
|
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% (standard weight and height)
|
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
|
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
|
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%
|
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%
|
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%
|
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%
|
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%
|
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%
|
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%
|
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%
|
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)
|
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)
|
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 |
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%
|
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%
|
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)
|
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%
|
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%
|
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
|
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%
|
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)
|
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
|
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%
|
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%
|