Down aerial

The down aerial (, Down/lower/under midair attack; commonly abbreviated as Dair or d-air, and referred to as AttackAirLw internally) is an aerial attack that is performed in midair by pressing the attack button and tilting the control stick downward. 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 from Super Smash Bros. Brawl onward. Many of these moves are meteor smashes, and typically either are single or multi-hit attacks directly below the character, or are stall-then-falls where the character briefly hovers in the air, then rockets downwards.

List of down aerials
Unless stated otherwise, all down aerials are assumed to have the ability to meteor smash, with most of them requiring a clean hit or to be landed.

Notable down aerials

 * The down aerials of Banjo & Kazooie, Bayonetta, Bowser, Corrin, Greninja, Ice Climbers, Kazuya, Min Min, Mr. Game & Watch, Richter, Ridley, Sephiroth, Simon, Sheik, Sonic, Sora, Steve, Toon Link, and Zero Suit Samus all function as stall-then-falls, except in Melee (and Brawl for Bowser).
 * The down aerials of Link, Toon Link (in Brawl only), and Young Link cause them to bounce a short distance up and away from the opponent upon hitting them or their shield. The hitbox remains active when this happens and he is able to hit the opponent again for extra damage.
 * Similarly, Greninja, Simon, and Richter's down aerials cause them to jump off the opponent upon hitting them or their shield with their down aerials. Unlike the Links' down aerials, these jumps end the move and allow them to perform any action, including combos into other attacks.
 * The down aerials of Mega Man and Steve are the only ones that are projectiles, and thus can be reflected or Pocketed.
 * Lucario, Ivysaur, and R.O.B.'s down aerials stop their movement in the air, unless they were experiencing knockback before their use.
 * In Melee, the down aerials of, , , and can all spike opponents.
 * Captain Falcon's down aerial possesses a hitbox in his upper body that powerfully spikes opponents, colloquially known as the nipple spike.
 * Falco's down aerial is very fast for a spike (coming out on frame 5), and a vital component to his pillar combos. However, it was nerfed in the PAL version of the game, as only the clean hit spikes instead of the entire move, making it less effective for edgeguarding and beating crouch canceling.
 * Fox's down aerial is additionally notorious for its use in his waveshine infinite combo.
 * Ganondorf's down aerial is the strongest meteor smash among playable characters in Brawl, as well as one of the strongest meteor smashes and down aerials as a whole in the series, dealing particularly high damage and enough knockback to KO reliably onstage. In SSB4, it is one of the only two meteor smashes that cannot be teched on the ground, due to its high amount of freeze frames.
 * 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 the PAL version, and later in Brawl, where it can be meteor canceled, though it still retains a large part of its utility. In SSB4, however, it was severely nerfed with reduced range, weaker sourspots, increased startup, meteor smashing only at the middle of the swing, and having a reversed animation (starting from behind Marth rather than in front of him), making it significantly harder to land.
 * Yoshi's down aerial is the most damaging in all of its appearances, dealing a maximum of 56% in Smash 64, 53% in Melee, 35% in Brawl, 32.2% in SSB4, and 28% in Ultimate. This allows it to easily bring opponents to KO percentages, especially those with large hurtboxes. In Smash 64, it comes out on frame 4 and it deals enough damage to shields to outright break them if all hits connect, making it highly effective. Although it deals the least damage in Ultimate, it connects much more reliably than in previous games to its looping hits using the autolink angle.
 * In Melee, it is also a simple way to win the Paper Mario trophy in Home-Run Contest, as it can easily rack up a lot of damage on the Sandbag without the need of bat dropping.
 * 's and 's down aerials in Ultimate are both notorious for their large, disjointed hitboxes and their ability to consistently meteor smash opponents, making both of them excellent for edgeguarding.
 * Snake's down aerial is notable for its extremely fast startup and high power. It comes out on frame 3, making it the fastest down aerial in the series, and deals 28% in Brawl and 20% in Ultimate if all of the hits connect while it also possesses strong knockback, making it a potential KO move. Although its power and knockback were considerably toned down from Brawl, the move is much more effective in Ultimate due to its linking hits connecting much more reliably as well as its lower landing lag, being able to autocancel in a short hop, and Snake's significantly faster jumpsquat, the latter making it very reliable as a fast and highly damaging out of shield option.

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