Down smash: Difference between revisions

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{{ArticleIcons|series=y}}
{{ArticleIcons|series=y}}
[[File:Mario Down Smash SSBM.gif|thumb|200px|Mario's down smash in ''Melee''.]]
[[File:Mario Down Smash SSBM.gif|thumb|200px|Mario's down smash in ''Melee''.]]
[[File:Down Smash1.jpg|thumb|200px|The first part of Ganondorf's down smash, he kicks in front of him.]][[File:Down Smash2.jpg|thumb|200px|The second part, Ganondorf kicks behind him.]][[File:SSB4 - Olimar Screen-5.jpg|thumb|200px|{{SSB4|Olimar}}'s down smash in ''[[Super Smash Bros. 4]]''.]]
[[File:SSB4 - Olimar Screen-5.jpg|thumb|200px|{{SSB4|Olimar}}'s down smash in ''[[Super Smash Bros. 4]]''.]]


'''Down smash''' (abbreviated '''d-smash''') or '''down smash attack''' ({{ja|下スマッシュ攻撃|Shita sumasshu kōgeki}}, ''Down/lower/under smash attack'') is a [[smash attack]] performed by any character by [[tapping]] the Control Stick downward and pressing A at the same time or by pressing down on the [[C-stick]]. In ''[[Super Smash Bros. Melee]]'', the C-stick cannot be used in one-player mode.
'''Down smash''' (abbreviated '''d-smash''') or '''down smash attack''' ({{ja|下スマッシュ攻撃|Shita sumasshu kōgeki}}, ''Down/lower/under smash attack'') is a [[smash attack]] performed by any character by [[tapping]] the Control Stick downward and pressing A at the same time or by pressing down on the [[C-stick]]. In ''[[Super Smash Bros. Melee]]'', the C-stick cannot be used in one-player mode.
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Since ''Super Smash Bros. Melee'', all smash attacks can be charged by holding down the A button for up to one second, multiplying [[damage]] and [[knockback]] by up to 1.4. In ''Ultimate'', with some exceptions, these charges can be held for up to 3 seconds (or 180 frames), but the attack stops increasing in strength after the 1 second mark.
Since ''Super Smash Bros. Melee'', all smash attacks can be charged by holding down the A button for up to one second, multiplying [[damage]] and [[knockback]] by up to 1.4. In ''Ultimate'', with some exceptions, these charges can be held for up to 3 seconds (or 180 frames), but the attack stops increasing in strength after the 1 second mark.


Down smashes are generally the fastest, weakest smash attack in a character's arsenal, and almost all of them hit on both sides of the character, making them useful for coverage or [[punish]]ing [[roll]]s. Prior to ''Ultimate'', they were not as flexible to use as the other smash attacks; they couldn't be used out of a [[dash]] or [[out of shield]] like [[up smash]]es can, nor could they be used in the first few [[frame]]s of a dash or out of a [[pivot]] like [[forward smash]]es.
Down smashes are generally the fastest, weakest smash attack in a character's arsenal, and almost all of them hit on both sides of the character, making them useful for coverage or [[punish]]ing [[roll]]s. While not universal, some down smashes hit in front then behind, with the back hit being stronger to reward punishing rolls or dodges, such as [[Ike]]'s; other down smashes will instead have a first hit which sends at an angle that combos into the second stronger hit, such as [[Ganondorf]]'s. Many down smashes can be described as "on the ground" attacks (usually abbreviated to OTG), meaning they are specifically designed to hit opponents lying on the ground.
 
Prior to ''Ultimate'', down smashes were not as flexible to use as the other smash attacks; they couldn't be used out of a [[dash]] or [[out of shield]] like [[up smash]]es can, nor could they be used in the first few [[frame]]s of a dash or out of a [[pivot]] like [[forward smash]]es.


==List of down smashes==
==List of down smashes==
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|[[Ike]]||Slashes low to the ground in front of himself, then behind himself.
|[[Ike]]||Slashes low to the ground in front of himself, then behind himself.
|-
|-
|[[Incineroar]]||Hops up a short distance and then performs a body splash as it lands on the ground.
|[[Incineroar]]||Hops up a short distance and then performs a body splash as it lands on the ground. Can dodge particularly low-profile attacks if timed correctly.
|-
|-
|[[Inkling]]||Swings the Slosher in a circle at their feet, striking both with the weapon and its ink.
|[[Inkling]]||Swings the Slosher in a circle at their feet, striking both with the weapon and its ink.
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|[[King Dedede]]||Sweeps his hammer in a circle around himself.
|[[King Dedede]]||Sweeps his hammer in a circle around himself.
|-
|-
|[[King K. Rool]]||Jumps up and then belly-flops onto the ground, causing a quake.
|[[King K. Rool]]||Jumps up and then belly-flops onto the ground, causing a quake. Can dodge particularly low-profile attacks if timed correctly.
|-
|-
|[[Kirby]]||Performs a spinning two-footed sweep kick.
|[[Kirby]]||Performs a spinning two-footed sweep kick.
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|[[Peach]]||Crouches and spins, rapidly attacking with the hem of her dress.
|[[Peach]]||Crouches and spins, rapidly attacking with the hem of her dress.
|-
|-
|[[Pichu]]||Rapidly spins on the ground while emitting electricity.
|[[Pichu]]||{{GameIcon|SSBM}} Rapidly spins on the ground.<br/>{{GameIcon|SSBU}} Rapidly spins on the ground while emitting electricity.
|-
|-
|[[Pikachu]]||{{GameIcon|SSB}} Performs a breakdancing sweep kick.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Rapidly spins on the ground while emitting electricity.
|[[Pikachu]]||{{GameIcon|SSB}} Performs a breakdancing sweep kick.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Rapidly spins on the ground while emitting electricity.
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|[[Sonic]]||{{GameIcon|SSBB}} Assumes his ball form and quickly zips forwards, then backwards along the ground.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs a quick split kick.
|[[Sonic]]||{{GameIcon|SSBB}} Assumes his ball form and quickly zips forwards, then backwards along the ground.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs a quick split kick.
|-
|-
|[[Sora]]||Hops into the air and stabs the ground with his Keyblade, causing a shockwave.
|[[Sora]]||Hops into the air and stabs the ground with his Keyblade, causing a shockwave. Can dodge particularly low-profile attacks if timed correctly.
|-
|-
|[[Squirtle]]||Retreats to its shell for a spin attack.
|[[Squirtle]]||Retreats to its shell for a spin attack.
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*{{SSBU|Mr. Game & Watch}}'s down smash in ''Ultimate'' is considered one of the best in the game as while it does not have very fast startup, it has low ending lag, long range, it is very safe on shield and hard to punish when spaced due to these points, its sourspot is a strong semi-spike, its sweetspot has strong vertical knockback against aerial opponents and the sweetspot has a long-lasting bury duration against grounded opponents, which can lead into early KOs with forward smash or at the very least, can deal very high damage.
*{{SSBU|Mr. Game & Watch}}'s down smash in ''Ultimate'' is considered one of the best in the game as while it does not have very fast startup, it has low ending lag, long range, it is very safe on shield and hard to punish when spaced due to these points, its sourspot is a strong semi-spike, its sweetspot has strong vertical knockback against aerial opponents and the sweetspot has a long-lasting bury duration against grounded opponents, which can lead into early KOs with forward smash or at the very least, can deal very high damage.
**It was also a very effective move in ''Brawl'' as while it had higher startup lag and lacked a bury effect, it had lower ending lag, a stronger sourspot and a sweetspot with even stronger vertical knockback.
**It was also a very effective move in ''Brawl'' as while it had higher startup lag and lacked a bury effect, it had lower ending lag, a stronger sourspot and a sweetspot with even stronger vertical knockback.
*{{SSBU|Wolf}}'s down smash in ''Ultimate'' is also considered to be one of the best in the game due to its large hitbox that hits below the stage, giving it amazing [[2 frame punish]] potential, while it's very high power (even when sourspotted, although its sweetspot is still much stronger) allows it to kill at 60% from the ledge. It also has a rather low endlag despite its moderate startup. This makes it one of Wolf's best edgeguarding tools as well as one of his most reliable KO options.
*{{SSBU|Wolf}}'s down smash in ''Ultimate'' is also considered to be one of the best in the game due to its large hitbox that hits below the stage, giving it amazing [[2 frame punish]] potential, while its very high power (even when sourspotted, although its sweetspot is still much stronger) allows it to kill at 60% from the ledge. It also has a rather low endlag despite its moderate startup. This makes it one of Wolf's best edgeguarding tools as well as one of his most reliable KO options.
*{{SSBU|Byleth}}'s down smash is notorious for being one of the strongest down smashes in the game as well as dealing massive shield damage. Although this move has much more startup and ending lag, it can be used to set up shield breaks, such as hitting an opponent's shield with any attack and performing an uncharged down smash if the opponent shields more often. This is one of Byleth's best finishers against shielding opponents.
*{{SSBU|Byleth}}'s down smash is notorious for being one of the strongest down smashes in the game as well as dealing massive shield damage. Although this move has much more startup and ending lag, it can be used to set up shield breaks, such as hitting an opponent's shield with any attack and performing an uncharged down smash if the opponent shields more often. This is one of Byleth's best finishers against shielding opponents.
*{{SSBU|Sephiroth}}'s down smash has the same property, although the move can only connect when the tip of his sword hits the ground and hits in front of him. It is essentially more useful since he can punish shielding opponents or by setting up a fully-charged [[Shadow Flare]] which forces opponents to shield an attack.
*{{SSBU|Sephiroth}}'s down smash has the same property, although the move can only connect when the tip of his sword hits the ground and hits in front of him. It is essentially more useful since he can punish shielding opponents or by setting up a fully-charged [[Shadow Flare]] which forces opponents to shield an attack.
**Additionally, Sephiroth's down smash is the only move in the game which has its properties altered depending on whether the hitbox touches the ground or not. Specifically, if the tip of Masamune is planted on the ground, it will be stronger and launch debris into the air, which increases its range. Conversely, if the tip of the sword does not find solid ground (usually if Sepheroth is close to and facing the ledge or on small platforms) the move will be weaker and lack the extra range.
**Additionally, Sephiroth's down smash is the only move in the game which has its properties altered depending on whether the hitbox touches the ground or not. Specifically, if the tip of Masamune is planted on the ground, it will be stronger and launch debris into the air, which increases its range. Conversely, if the tip of the sword does not find solid ground (usually if Sepheroth is close to and facing the ledge or on small platforms) the move will be weaker and lack the extra range.
*[[Bayonetta]] and {{SSBU|Kazuya}}’s down smashes are the only down smashes that can [[Meteor Smash]] opponents.


==Gallery==
<gallery>
Down Smash1.jpg|The first part of Ganondorf's down smash, he kicks in front of him
Down Smash2.jpg|The second part, Ganondorf kicks behind him.
</gallery>
== See also ==
== See also ==
*[[Forward smash]]
*[[Forward smash]]
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