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Down aerial: Difference between revisions

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==Notable down aerials==
==Notable down aerials==
[[File:MarthDownAerialSSBM.gif|thumb|Animation of Marth's down aerial in ''Melee'']]
*{{SSBM|Captain Falcon}}'s down aerial, notorious for the [[nipple spike]] in ''Melee''.
*{{SSBM|Captain Falcon}}'s down aerial, notorious for the [[nipple spike]] in ''Melee''.
*[[Falco]]'s down aerial, a fast spike in ''Melee'' and ''Brawl'' with high range vital to Falco's [[pillaring|pillar]].
*[[Falco]]'s down aerial, a fast spike in ''Melee'' and ''Brawl'' with high range vital to Falco's [[pillaring|pillar]].

Revision as of 18:50, September 3, 2013

Kirby's down aerial in Super Smash Bros. for Wii U.
Lucario's down aerial, which negates momentum.

The down aerial (sometimes abbreviated as down air, dair, DAir, or ADA, and referred to as AttackAirLw in Brawl files) is an aerial attack that is performed in midair by pressing the attack button and tilting the control stick or D-Pad downwards. Its official term varies between titles, where it is known as a "down midair attack" in Super Smash Bros. Melee, and a "down air attack" in Super Smash Bros. Brawl. Many of these moves are meteor smashes and some of them can be drills as well.

Down aerials in the Super Smash Bros. series

In Super Smash Bros.

All down aerials in Super Smash Bros. are spikes, with the exception of Pikachu's and Link's. Many of the spikes are drills, allowing characters to DI out of them fairly easily.

Character Description Damage
Captain Falcon Thrusts both feet below him. A powerful spike. Can also combine a down aerial into Falcon punch at mid or high percents depending on character. 14%
Donkey Kong Thrusts both feet below him. High power spike. Poor range. Combos well into both up smash, aerials, and Giant Punch at varying percentages. 13%
Fox Does a very fast drill kick. Easy to DI out of. Combos into up smash, shine, and tap a combos. A very weak spike. Can do 7 kicks in total. 2% per hit; 14% if all hits connect.
Jigglypuff Does a drill kick similar to Kirby's. Similar to the other drill based characters, combos into up tilts and up B. Like Kirby's, it is a spike, but it is much weaker. Does 10 kicks total. 3% damage per hit; 30% damage if all hits connect.
Kirby A drill kick that is very difficult to DI of, very useful in both combos and gimping. Considered by many the best gimping move in all of SSB. Down aerial on the ground combos into up tilts and forward smashes. It is also strong against shields. Does 10 kicks in total. 3% per hit; 30% if all hits connect
Link Thrusts his sword below him. Very useful move to short hop. Has the most ending lag of any aerial and is overall the best way of showing the difference of not Z-cancelling and Z-cancelling. Great power and great vs shields if Z-cancelled. Can bounce off of opponents. 16%
Luigi A drill kick spike. It's easy to DI out of. A good combo move and good vs shields. Can combo a down aerial into Super Jump Punch; or down aerial into up aerial into Super Jump Punch. Does 8 separate kicks in total. 3% per hit; 24% if all hits connect.
Mario Similar to Luigi, has quicker hits and is harder to DI out of. Combos into up aerial. Useful against shields and for edgeguarding. Does 8 kicks in total. 3% per hit; 24% if all hits connect.
Ness Thrusts one foot down. A good spike or meteor smash if it connects. 15%
Pikachu Thrusts his head down, surrounds itself in electricity and electrocutes the opponent. A disjointed move like some of Pikachu's other aerials, but has high landing lag if its head gets slammed to the ground. Great shield stun. Can be used for KOing conditions. 13%
Samus Thrusts her arm cannon below her. A high power spike. Usually considered Samus's best move. Main KO combo is down aerial into back aerial or charge shot. Can also repeatedly down aerial opponents and anticipate techs. Short hop down aerials can lead to shield break if the opponent is careless 14%
Yoshi Rapidly moves feet to damage the opponent. The most damaging move in SSB if all hits connect A shield breaker, but also a drill and is easy to DI out of. Weakest DJC aerial but good to combo into forward smash. One of the weakest spikes in the game. Does 14 kicks in total. 4% per hit; 56% if all hits connect.

In Super Smash Bros. Melee

Character Description Damage
Bowser Spins upside-down in his shell. Can be used in a somewhat similar fashion to Mario's due to the multiple quick hits, though the landing lag is comparatively larger. 1%-15%, depending on number of connecting hits
Captain Falcon Thrusts his legs below him. A very powerful and fast meteor smash. If the attack connects in the upper hitbox, the attack becomes a spike and therefore it cannot be meteor canceled. 16%
Donkey Kong Stomps the air below him. Will always meteor smash his foe with powerful knockback but is rather slow. 16%
Dr. Mario Similar to Mario's, but dealing seven hits with more damage and a different sound effect. 12% if all hits connect
Falco Similar to Fox's down aerial, but will instead strike once and powerfully spike his opponent. While very easy to perform and combo into, especially on-stage, the move is one of the riskiest in all the game to use off-stage, due to its long duration, Falco's high falling speed, and his poor recovery. In PAL regions, only the first half of the attack can spike. 9-12%
Fox Performs a drill kick. Another Mario-esque Down Midair Attack, useful for generally the same purposes. However, this attack is a spike, but a extremely weak one. It produces noticeable knockback against only lower handicapped opponents. 19% if all hits connect
Ganondorf Similar to Captain Falcon's but is much more powerful. It is by far the strongest meteor in the game and is also the strongest aerial in the game when landed on airborne opponents. It is so powerful, it reliably KOs almost every character while grounded under 100% Widely considered to be the best meteor in the game due to its power, speed, very large hitbox (almost up to his head) and surprisingly low aerial ending lag, making it a low risk meteor that is easy to land and recover from; Ganondorf's average falling speed and above average recovery also aid this. 23%
Ice Climbers Place their hammers below them, and drop down. Knocks the enemy a significant distance upwards. This attack has extremely low set knockback. 7-9% per climber; total 17%
Jigglypuff Performs a drill kick identical to Kirby's, but only meteor smashes with the first hitbox rather weakly. The meteor is very difficult to perform, and Jigglypuff has other, better, safer edgeguarding tactics, notably its Wall of Pain 14% if all hits connect
Kirby Performs a drill kick. It is a weak but effective meteor. It is effective as Kirby can drag the opponent down with him and recover easily, compensating for its weak knockback. 16% if all hits connect
Link Thrusts his sword below him. It is a very powerful attack, among aerial attacks and Link's variety of attacks; it deals 22% on the outset, and it can KO reliably as low as 80% to 90% Additionally, Link can "bounce" on opponents with the attack, hitting them up to three times. Despite its great power, this attack has notorious landing lag (the longest of all aerials in the game). This is also Link's most powerful attack. 22%
Luigi Spins around, performing a downwards kick. Appears identical to Mario's, but instead of multiple, low knockback hits, he performs one quick spin that can knock the enemy in diverse directions. If Luigi hits his foe with his spinning fists or hip during the start of the attack, they will be powerfully meteor smashed. If sourspotted, this aerial still produces very powerful horizontal knockback, making it a very effective edgeguard. This is Luigi's most powerful aerial. 8-16%
Mario Performs a drill kick. Is somewhat functionally identical to his Mario Tornado (in fact dealing the same amount of damage), but strikes faster, is harder to escape from, and has no finishing punch, making it a good damage-racker and having good combo potential. 10%
Marth Slashes his sword downward. Very fast and spikes the opponent when tipped. It is utilized in conjunction with his forward aerial for the Ken Combo. While it has almost no start-up lag, it has moderate ending and landing lag, making it risky if performed off staged, though its angled trajectory makes it useful on-stage. In the PAL versions of the game, it is a meteor smash instead, though it stills sends opponents at an angle. 9% (base), 10% (middle), 13% (tip)
Mewtwo Backflips and kicks downwards. It has three hitboxes varying from being weak to moderate in strength. All three hitboxes meteor smash. The meteor is slow and has small sweetspots, but Mewtwo's floaty falling speed and great recovery make it a low risk meteor. 16% when sweetspotted
Mr. Game & Watch Pulls a key out and plunges downward. If it hits immediately at the start of the attack, Mr. Game & Watch will meteor smash his foe with good power. 19-20%
Ness Stomps the air below him with his foot. It will always meteor smash his opponent. It has high base knockback, being the only meteor other than Ganondorf's down aerial to be able to pop up all characters at 0% However, it has very low knockback scaling, and it cannot KO reliably until 200%. It also has long starting and ending lag, making it a moderately high risk meteor to use. 12%
Peach Kicks below herself. A good combo starter, but deals low damage and produces barely any knockback. 11% if all hits connect
Pichu Identical to Pikachu's, but Pichu will receive 1% damage upon using it, and another 1% when landed. 14% if all hits connect
Pikachu Turns upside down and spins around emitting electricity from its cheeks. Another simple drill move that strikes once with decent power, but it suffers from high landing lag. 12%
Roy Identical to Marth's, but the sweet spot required to meteor smash is located a bit higher and significantly more difficult to land. The meteor is very weak, and its long ending lag, coupled with Roy's high falling speed, makes it among the highest-risk aerials in the game. 9% at the base, 6% near the tip
Samus Swings her arm below her. It is a powerful meteor smash with a wide hitbox, but it has rather slow start-up lag. Due to Samus' floaty air speed and long, varied recovery, it is a low risk meteor that is easy to perform. 16%
Sheik Points her leg out and falls at a downwards angle. Knocks her foe very slightly horizontally with mostly vertical knockback. 9-11%
Yoshi Kicks his legs very rapidly below him. It weakly meteor smashes, but it is inferior to his forward aerial for meteor smashing. Can deal an absolute maximum of 53%, but 44% is a more realistic maximum against normal-sized opponents.
Young Link Identical to Link's, but it meteor smashes opponents very powerfully (or send grounded opponents at the soft platform upward) if he lands his down aerial with the handle. Also it meteor smashes opponents at a different angle, if his opponents is to the side and above Young Link, making it useful for edgeguarding opponents from above if timed correctly. The meteor is strong enough being capable of star KOing any grounded opponents (if the character is at the soft platform) around 75% Though weaker than Link's down aerial, this is still a very powerful down aerial and is also Young Link's most powerful attack. 14% when the move comes out and deals 17% damage afterward. The meteor smash sets the foe on fire and inflicts 17-21%
Zelda Sticks her leg out below her. This is a meteor smash but an extremely weak one. It is the weakest meteor smash in the game. 8%

In Super Smash Bros. Brawl

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Character Description Damage
Bowser Flips upside-down and rotates around inside his shell. Racks a lot of damage, and has an additional hit upon landing, which helps to keep opponents from taking advantage of the large landing lag. However, it is considered one of the worst down aerials because of its high lag and difficulty in landing the last hit. The last hitbox is a meteor smash, but is very weak and impractical as an edgeguard maneuver due to its long ending lag and Bowser's other superior edgeguard options. 27% if all hits land.
Captain Falcon Captain Falcon's classic stomp, it meteor smashes opponents powerfully that connect with the hitbox on Captain Falcon's legs. If he connects with his body, the opponent is knockbacked horizontally very powerfully. This meteor was nerfed in Brawl as it is weaker, the sweetspot is more difficult to land, and a sourspot covering his upper body dealing horizontal knockback was added. 14%
Charizard Stomps below with both feet. It always meteor smashes aerial opponents with above average power, but sends grounded opponents on an upwards diagonal trajectory. It's the second strongest meteor on grounded opponents (after Ganondorf's). It is the only meteor smash in the game that is stronger on grounded opponents than airborne opponents. It is a effective meteor smash in most situations due to large hitbox and Charizard's multiple jumps. 14%
Diddy Kong Slams his hands below him in a fist, meteor smashing the opponent with slightly below average power. The meteor is fast, but is a little difficult to land due to its small hitbox. 12%
Donkey Kong Stomps his foot below him while performing a strong-man pose in midair. It always meteor smashes, is very powerful, and received a power buff in Brawl, like the rest of Donkey Kong's attacks. 16%
Falco Spins legs downward, similar to Fox's, except only one hit, not several. It meteor smashes when the initial hitbox is landed with average power. If landed after the initial hitbox, it knockbacks the opponent with weak horizontal knockback. This is the second fastest meteor in Brawl start-up lag wise and when combined with Falco's incredible jumping abilities, it is the best meteor in short hopped situations as well as meteor smashing opponents recovering above. Like the returning spikes from Melee, this sends airborne opponents on a slight diagonal downwards trajectory instead of straight down. 13%
Fox Spins legs around, a bit diagonally, hitting multiple times. A drill-type attack. It is the weakest meteor smash in the game. It is useful when shorthopped for combos and is his primary combo starter, especially in conjunction with his up tilt. Being a spike in Melee, it sends opponents on a slight diagonal downwards trajectory in Brawl. 21% if all hits connect
Ganondorf Stomps legs underneath him with an electrical effect. Has two hitboxes, having weaker knockback in the body than in his legs but by far the highest knockback scaling of any meteor in the game and always meteor smashes if it connects. It is the most powerful meteor smash in the game at percentages higher than 20% and the 3rd strongest at 0%. It is the only meteor in the game that can reliably KO grounded opponents under 100% On airborne opponents, it is the most powerful aerial in the game. This down aerial has massive landing lag but just like in Melee, it has low aerial ending lag, making it easy to recover from. This is most effective at meteor smashing opponents recovering from below and is arguably the best meteor in such situations. Ganondorf's jumping abilities limits its effectiveness in other situations. 23%
Ice Climbers A stall-then-fall attack. Both position hammers below themselves and fall downwards a very slight distance. Knockback is upwards and a bit diagonal but is quite weak with a moderate amount of landing lag. Leader, 13%, partner, 8%, up to 13%
Ike Faces screen while swinging his sword down. If hits during initial frames, it meteor smashes very powerfully, and after the initial swing, it deals weaker upwards knockback. It is the third strongest meteor on grounded opponents and third strongest on airborne opponents at mid and above percentages. It has great vertical reach but lacks horizontal reach. It is somewhat risky due to its long ending lag and Ike's poor recovery. 16%
Ivysaur Blasts its bulb below itself. Surprisingly, does not launch Ivysaur upwards, but stalls it in the air, like Lucario's down aerial. It meteor smashes opponents right below Ivysaur, but rather weakly. It's risky to use due to its slow start-up and long ending lag combined with Ivysaur's extreme vulnerability to edge hogs when it is off stage. 8%
Jigglypuff Spins its legs around. Similar to Kirby's, but faster, much weaker, and does not meteor smash. Almost no knockback unless at percentages above 200% Can lead to a Rest though difficult. 16% if all hits connect
King Dedede Spins hammer around under him for multiple hits, with the final hit delivering low vertical knockback. Works well in the ascent of a ground jump. 17% if all hits connect
Kirby Spins around, drilling with his feet. It weakly meteor smashes throughout the entire attack. Despite its low power, it is a very effective meteor as Kirby can meteor smash multiple times or fast-fall, dragging the opponent down with him and perform a Footstool Jump at the end of the meteor or use his multiple jumps to recover, often resulting in a KO. 12% if all hits connect
Link Kneels above his sword with it upside down, called a down thrust in the Zelda series. Extremely powerful, incredibly long duration, and low startup lag. When it is landed with the initial hitbox, it is the strongest aerial with vertical knockback in the game on grounded opponents. Often considered Link's best KO move. It is even stronger than it was in Melee, but it still has its notorious landing lag that is made worst by the loss of L-canceling. Link bounces off the opponents when he lands it, but falls through the opponent when fast-falled. 22% clean, 18% late, 8% after first bounce.
Lucario Causes aura to burst twice beneath its foot. Delays all frames of downwards vertical momentum and can be used to stall. It is very powerful when Lucario is at high percentages and it has almost no start-up or ending lag. With its power, speed, and versatility, it is one of the best aerials in the game. Template:AuraDamage
Lucas Four quick downward kicks. A weak meteor smash is produced with the last kick. Can be used easily to hit an edge-hogging opponent. Can be SDIed out of by holding up. 20% if all hits connect
Luigi Spins rapidly in place. Multiple effect-varying hitboxes surrounding feet, arms, and torso. If the arms connect, it becomes a strong meteor smash, but this hitbox is difficult to land. The leg and body hitboxes deal moderate horizontal knockback. It is easier to meteor smash than it was in Melee, but it was weakened significantly and is no longer a reliable KO attack when not used for meteor smashing unless edgeguarding. 11%
Mario Mario Tornado, replaced by F.L.U.D.D. as a down special move, is now his down aerial. Outer hitboxes draw the opponent into the center. Very fast start-up and it produces decent knockback on the final hit. 12% if all hits connect
Marth Swings sword beneath him. It meteor smashes powerfully when the tip is connected but hits opponents horizontally weakly when nontipped. It is the fastest meteor in the game, start-up lag wise. Since it was a spike in Melee, it sends opponents on a slight diagonal downwards trajectory. However, this meteor is difficult to land and it has high ending and landing lag, making it a risky meteor to use offstage. It is less risky to use at hitting opponents from below after edge hopping or using his jumps without fastfalling. Like in Melee, it can be used in conjunction with his untipped forward aerial for a Ken Combo (though it is more difficult to perform). 12% at the base, 14% tipped.
Meta Knight Swings sword below him. Similar to Marth's down aerial, but will semi-spike instead of meteor smashing. Can be used on the ground (short-hopped) to set up a KO by edgeguarding. It has almost no start-up and very little ending lag, allowing Meta Knight to WoP his opponents. Is one of the best edgeguarding attacks in the game due to its semi-spike trajectory, decent power, and blinding speed. 7%
Mr. Game & Watch A stall-then-fall (Donkey Kong Jr.). Grabs a key and plunges downwards. Upwards knockback and moderate ending lag; can be aimed slightly to the side and can be canceled in the middle with Fire. Can also perform the stall-then-fall glitch along with Toon Link. Is a meteor smash if the enemy is directly under him and during initial frames, and if the player taps down on the d-pad or control stick after executed, the move will slow. It has significantly less risk than other stall-then-fall attacks. 14% initial hit, 13% later, 6% landing.
Ness Jams foot downwards. Somewhat laggy, but it has very high base knockback (2nd strongest meteor at 0%). However, it has very low knockback scaling and therefore cannot reliably KO grounded opponents until above 200% But its base knockback is so high, it is one of the deadliest meteors in the game. It has diagonal-horizontal knockback if the move connects in later frames. 12%
Olimar Arcs a Pikmin below his knees. If the opponent is directly below Olimar, it becomes a meteor smash, with power varying by Pikmin - red is one of the strongest meteors in the game, purple/blue are powerful, yellow has average power, and white is weak. It difficult to land due to its small hitbox and even smaller sweetspot. Can be used in conjunction with his forward aerial for a Ken Combo. Red: 16%, Blue: 14%, Yellow: 12%, White: 8%, Purple: 14%
Peach Thrusts legs rapidly below herself at a slight angle. Four hits. Although her down aerial's damage and knockback was buffed in Brawl, it still deals low damage and produces almost no knockback unless opponents has a high damage percentage. Fourth kick has weak vertical knockback and therefore cannot KO grounded opponents unless the opponent is around 210% or in the air with much damage, but it can be used for combos. 14% if all hits connect
Pikachu Twirls downwards emitting sparks for one hit. Decent power, but has high landing lag if Pikachu lands on its head. The landing animations also has a hitbox dealing weak knockback. 12%, 4% (landing hit)
Pit Swings both halves of bow downwards. This attack produces good vertical knockback, being one of Pit's few KO moves. 12%
R.O.B. Pauses momentarily, then blasts boosters powerfully downwards. The attack pushes R.O.B. upward slightly, but not enough so that R.O.B. can infinitely recover vertically. It will meteor smash if hits. Can be difficult to use due to its very slow start-up, but it has a large hitbox and almost no risk. Can be used in conjunction with its forward aerial for a Ken Combo. 13%
Samus Flips 90 degrees forward and faces the screen while swinging arm cannon in a 180 degree arc below her. It always meteor smashes with good power and with a wide hitbox. It has slow start-up but has almost no risk due to Samus's floaty falling speed and the down aerial's low ending lag. This is often Samus's only means of getting an early KO. 15%
Sheik A stall-then-fall. Sheik bends her body behind her center of gravity and leans leg out below her. Minimal knockback, and is dangerous to use. It comes down fast but has high landing lag. 9-11%
Snake Launches four subsequent kicks below himself. Has high lag and the last hit deals high horizontal knockback. The last hit deals high Can be used very well in a short hop for a medium-high percent KO on a grounded opponent. Similar to his neutral aerial, but the last stomp has higher knockback than his neutral aerial and last hit is able to connect in a short hop at the expense of being harder to trap with. Overall, this is one of the strongest aerials in the game. 28% if all hits connect
Sonic A stall-then-fall. Sticks his leg out below him while dropping. Lasts a long duration, but has high landing lag. After some frames, this move can be cancelled with his Spring Jump. It produces good horizontal knockback if landed in the initial frames, but it produces weak diagonal knockback when landed in subsequent frames. 8%
Squirtle Spins around dealing multiple hits. The last hit has moderate horizontal knockback. 10% if all hits connect
Toon Link A powerful and fast stall-then-fall. Drops down with his sword held below him. Similar to Link's, although rockets downwards, stopping only when used in very high altitudes, and can meteor smash the first few frames. Dangerous to use when not above ground, but if one have more stocks than their opponent, it may be worth the risk to get an early KO. Like Link's, it bounces off the opponent; after the bounce, it works like a normal aerial attack. 16% clean, 13% late, 6% after first bounce.
Yoshi Flutter kicks very fast below him. It is easier to land it than it was in Melee, but has a much lower damage maximum (it is still the most damaging out of any aerial in the game). 35% if all hits connect
Wario Flips upside down and rotates once or twice. When the move connects, he makes contact up to 7 times. It works very well for racking up damage due to its speed and Wario's air speed. 16% if all hits connect
Wolf Slams his hands below him in a fist. Similar to Diddy Kong's but weaker and easier to land. It is one of the easiest meteors to land in the game, but the opponent has to usually be above 50% for this attack to meteor successfully. Two hitboxes; one does 15%, the other does 13%
Zelda Thrusts leg once below her vertically. Similar to her lighting kick, it is a very powerful meteor smash when sweetspotted, shocking the opponent as well. When sourspotted, it is an extremely weak meteor. It is interesting to know that it cannot be sweetspotted on nonshielding opponents that are on the ground. It is also weaker than her forward and back aerials. 16% sweetspotted, 5% sourspotted.
Zero Suit Samus A stall-then-fall. Turns body in a linear form, then propels downward at an angle. If the opponent is hit in the air, they are carried down until they are knocked away once in contact with ground. The initial hitbox can meteor smash. 4% on contact, 5% landing.

Notable down aerials

Animation of Marth's down aerial in Melee
  • Captain Falcon's down aerial, notorious for the nipple spike in Melee.
  • Falco's down aerial, a fast spike in Melee and Brawl with high range vital to Falco's pillar.
  • Fox's down aerial in Melee, notorious for its use in his infinite combo.
  • Ganondorf's down aerial in Brawl can be auto canceled in short hops and KO below 100% who connects on the ground while in an aerial opponent making it a great approach move and as a spike it always spikes if connects with enough power to OHKO an opponent in most cases. It is the strongest aerial in both Melee and Brawl.
  • Lucario, Ivysaur, and R.O.B.'s down aerials stop their movement in the aerial. However, it doesn't stop momentum while in the knockback from an enemy's attack.
  • Mario's down aerial was replaced with the Mario Tornado in Brawl. Previously, Mario Tornado had been his down special move.
  • Marth's down aerial, specifically in Melee, is possibly the most feared with its speed, range, and ability to spike. Its effectiveness has been reduced in Brawl, though it can still be used well with practice.
  • Yoshi's down aerial, the most damaging aerial in Melee and Brawl, dealing a maximum of 53% and 35%, respectively. It was also notorious for being the attack that won people who couldn't bat drop the Paper Mario trophy in the Home-Run Contest in Melee.
  • The Ice Climbers', Mr. Game & Watch's, Sheik's Sonic's, Toon Link's, and Zero Suit Samus' down aerials are all stall-then-fall aerials in Brawl. Also, if Toon Link's down aerial hits a foe, he will "pogo-hop" and allow him to hit another enemy again.