Meteor smash: Difference between revisions

5,108 bytes added ,  6 months ago
(I think that's more proper and "understandable")
Tag: Manual revert
(859 intermediate revisions by more than 100 users not shown)
Line 1: Line 1:
A '''Meteor Smash''' is an aerial move introduced in ''[[Super Smash Bros. Melee]]'' in which you can smash an opponent downwards quickly. The opponent can cancel the Meteor Smash by jumping or using an upwards third jump attack immediately after being struck. If the meteor smashed person is holding up and/or a jump button when struck by the Meteor Smash and the control stick and/or jump button goes back to their neutral position, he/she can Meteor Cancel also.
{{ArticleIcons|series=y}}
{{redirect|Meteor|the SoCal smasher|Smasher:Meteor}}
[[File:Donkey Kong Forward Aerial Meteor Smash Brawl.jpg|thumb|Donkey Kong's [[forward aerial]] meteor smash in ''Brawl''.]]
A '''meteor smash''' ({{ja|メテオスマッシュ|Meteo sumasshu}}) is a type of attack in the {{uv|Super Smash Bros.}} series that strikes opponents downwards, as opposed to horizontally or upwards like most attacks. Meteor smashes are primarily designed to [[KO]] or [[gimp]] [[recover]]ing opponents at an especially low damage. With their potential to take a stock earlier than usual, most conventional meteor smashes are somewhat slow to execute or require {{b|sweetspot|hitbox}}ting.


Meteor Cancels become more difficult to perform at higher damages because the character flies downwards at a higher speed as damage increases. It's possible to Meteor Cancel at any time still being in air during the character's tumbling animation, but it's obviously better to do it as soon as possible.
Some meteor smashes are not meant for [[edge-guard]]ing and are done only to knock opponents into other hits of the attack. Other meteor smashes can damage only opponents that are on the ground, making them impossible to send targets downwards. These are known as [[unconventional meteor smash]]es.


Any character can Meteor Cancel with their second jump (if they have not used it).
In ''[[Super Smash Bros. Brawl]]'', if a meteor smash on a grounded opponent does not induce enough knockback to knock the opponent off the ground, it has a chance of [[tripping]] them.


Meteor Smashing is useful against characters without effective [[triple jump]]s (i.e. [[Jigglypuff]], [[Yoshi]]) wich have limited use for an Up+B Meteor Cancel.
In ''[[Super Smash Bros. 4]]'', characters that are meteor smashed onto a [[floor]] will bounce back up even from a midair hit. While this allows certain [[Final Smash]]es to incorporate downwards finishers and still result in KOs when used on stage, it also allows players to [[tech]] even if they were standing on the ground (unless it is an attack with a very high amount of [[hitlag]], such as {{SSB4|Ganondorf}}'s down aerial). In addition, stronger meteor smashes are now denoted by a unique sound effect upon connection. Meteor smashes also gained the ability to [[lock]] opponents if they don't induce enough knockback to knock the opponent off the ground.


== List of Meteor Smashes ==
In ''[[Super Smash Bros. Ultimate]]'', meteor smashes done on grounded-standing characters can no longer be teched. In addition, if a character is meteor smashed with their total launch speed being 3 units per frame (half the speed of when [[tech]]ing becomes impossible) or higher when they reach about 25 units below the camera boundary, they will be KO'd before reaching the lower blast line.<ref>https://twitter.com/Ruben_dal/status/1221151119172345858</ref> This makes most meteor smash [[sacrificial KO]]s reliable ways of securing a win when both players are on last stock. Additionally, characters getting meteor smashed when their damage is over 100% now causes a unique knockback animation to play, similar to reeling (this is known as DamageFlyMeteor in the game's files).
Not all characters have availability to a Meteor Smash. The characters that can Meteor Smash are listed here. Spikes and Semi Spikes are not listed here.


''Mario''
==General characteristics==
* F-Air. Mario makes a large swinging motion with his fist, hitting those parallel to him downwards. This attack is Slow and hard to execute, Mario's F-Air must be timed for correct use.
[[File:MeteorSmashRange.png|thumb|200px|The angles considered to be meteor smashes - blue range is for ''Melee'', red range is for ''Brawl''. Any and only angles within this range count as meteor smashes.]]


''Luigi''
As they hit opponents downwards, meteor smashes cause targets that are not in the air to immediately bounce off the ground they're standing on (as long as they deal enough knockback to put the opponent into [[tumble]]), reducing the knockback received by 20%{{GameIcon|SSBM}}{{GameIcon|SSB4}}/15%{{GameIcon|SSBB}}/5%{{GameIcon|SSBU}} and thus making such attacks weaker and less reliable KO moves on grounded targets. If the intended knockback does not put the opponent into tumble due to the knockback being too low, it will not even deliver any vertical knockback at all, and instead merely cause hitstun and perhaps [[trip]]ping starting from ''Brawl''. As a result, only the strongest meteor smashes (such as Ganondorf's down aerial) are viable KO moves in on-stage situations.
* D-Air. Luigi twists in the air and those he hits with his backside are sent downwards. If the wrong part of the attack hits, it results in considerable knockback, making it a great edgeguard nonetheless.
* Taunt. The only taunt in the game that can hit an opponent. Luigi kicks his foot into the ground. If you hit an opponent hanging on an edge, it will hit them with a Meteor Smash. This is one of the few Meteor Smashes which should be used on the ground.


''Peach''
In games before ''[[Super Smash Bros. 4]]'', if a meteor smash connects on a midair target and they fall towards any surface, the victim does not suffer any sort of bounce effect and will stop their fall, no matter how close to the ground/floor they are on said surface that can block their fall. Because of this, they are essentially completely unviable KO moves if the opponent lands on the ground. In addition to this, the opponent able to [[tech]] in this situation with solid timing, which will completely guarantee the victim's survival. In ''Super Smash Bros. 4'', even if the victim is in midair, they will now bounce off the ground regardless if they have sustained a notable amount of damage for the proper amount of knockback power, which is needed for some meteor smashes for programmed reasons (such as most [[Final Smash]]es). This means that strong enough meteor smashes can now be viable KO moves against aerial opponents, although teching can still be utilised to survive, at least in ''Smash 4''.
* D-Tilt. This move is one of the few Meteor Smashes which should be used on the ground. Peach swipes at the ground in front of her. Any airborne player hit on the head will fall quickly.


''Yoshi''
Despite their reduced power on grounded opponents, the amount of [[hitstun]] delivered by a meteor smash is not affected by the knockback reduction, meaning such moves will cause more hitstun than non-meteor smashes with equal knockback. Combined with their vertical trajectory, this results in meteor smashes being excellent [[combo]] starters on grounded opponents.
* D-Air. Yoshi's classic drill-kick. Each of his kicks is a Meteor Smash, although they are considerably weak. At high percentages Yoshi will smash the enemies quicky down. Yoshi's drill Meteor Smash is the strongest drill Meteor Smash.
* F-Air. This move is very similar to Mario's F-Air, but instead Yoshi uses its head to slam the opponent downward. It is quicker than Mario's though.


''Donkey Kong''
With a handful of exceptions, almost all characters can meteor smash with their down aerial move; this, however, is a risky maneuver if used on opponents attempting recovery, since these attacks cause the character to travel a short distance downward, making the user's own recovery more difficult in certain cases. Some even, like Zero Suit Samus, outright [[stall-then-fall|make the user shoot downward]], leading to a certain [[Self-Destruct]] in most cases.
* D-Air. A standard stomp attack with Donkey Kong.
* F-Air. This is an low-accuracy move which hits only if the opponent is touched by Donkey Kong's hands at the end of the move. Donkey Kong is very vulnerable at the end of the move.
* Headbutt. In the air Donkey Kong uses his head to strike down an opponent in front of him. This tactic is useful for edge guarding as DK can smash someone downards while keeping himself on the floor.


''Captain Falcon''
In ''Melee'' specifically, meteor smashes are a notable way to dealing with [[crouch cancel]]ing, mainly because crouch canceling is less effective against meteor smashes than moves with horizontal or vertical launch angles. The reason for this is that when a move with an upwards launch angle connects against a crouching opponent and it does not deal enough knockback to put them into tumble, it will lift them off the ground and then immediately put them in their landing animation once hitlag ends. This essentially results in the opponent suffering from a minimal amount of lag after getting hit as they suffer from no hitstun and the only lag they get is the landing lag from landing (which is only 4 frames in most cases), causing crouch canceled moves to usually have a much weaker effect than they otherwise should have on a crouching opponent. As meteor smashes do not lift the opponent off the ground however, the opponent is put into their full hitstun animation. The opponent still suffers from 0.67x the amount of hitlag and knockback compared to if they were not crouch canceling but this still results in the crouching opponent going through a lot more lag than they would against an upwards launching move with an identical amount of knockback. This allows aerial meteor smashes in particular to still be viable combo tools against crouch cancelling opponents as the reduced knockback may not be enough to prevent a combo, which is never the case with upwards launching moves.
* D-Air. A rather effective stomp with a decent hitbox area. It is often used because Falcon can jump off the stage, hit with it, and still recover. If Falcon hits with it's upper hitbox (the nipples) it acts as a [[Spike]] and is called [[Nipple Spike]].
* Raptor Boost-Air. Falcon rushes forward with a downwards vertical swing. This is a very risky attack because the attack is often done off-stage and once used renders him immobile.


''Ganondorf''
==Meteor canceling==
* D-Air. Very similar to Captain Falcon's D-Air, a very powerful stomp. The hitbox covers nearly all of Ganondorf's body, so you can technically hit someone with it using Ganondorf's head.
'''Meteor canceling''' is the act of instantly negating the downwards knockback of a meteor smash by jumping or using an [[up special]] after being hit. In ''Super Smash Bros. Melee'', a meteor cancel can be done 8 frames after the hit lag ends, producing a distinctive wind-cutting sound and a sparkle (the character will also briefly glow white); in ''Brawl'', meteor cancels are not indicated and can only be done after 25 frames for most characters, though some characters have their own windows. Additionally in ''Brawl'', meteor canceling can only be performed if the meteor smash puts the opponent into [[tumble]] (in ''Melee'', it can be performed regardless of the knockback animation the opponent is put in).


''Falco''
Additionally, any time a jump input is made, even before the character is meteor smashed, a penalty period of 40 frames follows the jump input frame, during which they cannot meteor cancel with double jump. Likewise, an up special input starts a 40 frame penalty on meteor cancelling with up special. These meteor cancel penalties are independent: a character can meteor cancel with up special even during double jump penalty and vice versa.  
* Forward+B. Falco's recovery alternate, Falco Phantasm, is a Meteor Smash. If the opponent is airborne while struck with this move, they will be sent downwards. It is relatively easy to meteor-cancel. Conversely, Fox's Fox Illusion is not a Meteor Smash.
* D-Throw. If Falco throws his opponent down near an edge which can't be passed through while facing away from the edge, the opponent will fall downwards at very high speeds.


''Fox''
Though, oftentimes an up special input is also a jump input with the control stick and starts both penalties simultaneously, but not always. In a similar vein to the [[tech]] penalty, these penalties prevent players from simply [[mash]]ing said inputs to easily pull off a meteor cancel. Characters can meteor cancel even if they were hit while grounded, though they must have bounced off a ceiling and still be taking the now-downwards knockback to do so. While the player generally needs perfect timing to meteor cancel as soon as possible in ''Melee'', one exception to this is with Kirby and Jigglypuff. If Kirby or Jigglypuff has used at least one of their mid-air jumps, they can easily meteor cancel perfectly by holding the jump button after getting hit by a meteor smash. By doing this, they will [[buffer]] a jump as soon as the meteor cancel window begins (as long as they are holding the jump button when the meteor cancel window begins).
* D-Air. Fox's drill has Meteor Smash properties. The speed at which the opponents fall is slow and they fall only a short distance, making it an extremely weak attack.
* D-Throw. A weaker version of Falco's D-Throw. When Fox throws his opponent down at an edge which can't be passed through while facing away from the edge, the opponent will drop at considerable speed.


''Ness''
In ''Brawl'', the penalty is still present although the penalty no longer applies during the buffer window for the jump/up special. This means that the player can input a jump or up special up to 10 frames before they can meteor cancel and they will perform the jump/up special as soon as the meteor cancel window begins. Additionally, [[tap jump]] completely ignores the penalty in ''Brawl'', so the player can perform a tap jump during the penalty period and they can still meteor cancel with a jump. Likewise, if the player inputs a regular jump during the penalty period, they can bypass the penalty with tap jump.
* D-Air. Ness' stomp has quite a bit of start-up lag.


''Ice Climbers''
Meteor canceling only exists in ''Melee'' and ''Brawl'', making meteor smashes in other games functionally equivalent to [[spike]]s (although in ''Smash 4'', grounded opponents can tech meteor smashes but not spikes). However, games after ''Brawl'' check the same angle range to play a unique sound effect for meteor smashes.
* F-Air. Followed by a little start-up lag. The Ice Climbers execute this attack in the air, which is usually cancelled by Nana's hammer, and smash the opponent downwards.


''Kirby''
====Characters with unusual meteor cancel windows in ''Brawl''====
* D-Air. Kirby's drill has Meteor Smash properties. The speed at which the opponents fall is  slow and the distance is short, making it an weak attack but better a better drill smash than Fox's.
In ''Brawl'', while most characters can meteor cancel after 25 frames, there are a handful of characters who have different timings on their meteor cancel window:
* Final Cutter. This is a relatively weak Meteor Smash but can be used against characters which recover with some extra height to throw them down. This Meteor Smash can be used for combos.
*{{SSBB|Charizard}}: 30 frames
*{{SSBB|Ivysaur}}, {{SSBB|Olimar}} and {{SSBB|Zero Suit Samus}}: 15 frames
*{{SSBB|Meta Knight}} and {{SSBB|Pit}}: 32 frames
*{{SSBB|Wolf}}: 60 frames
*{{SSBB|Yoshi}}: 20 frames
*[[Fighting Alloy]]s: 60 frames


''Samus''
There is overall a pattern for the characters with different meteor cancel windows. Characters who possess tether up specials have a shorter meteor cancel window while characters with multiple jumps and a glide have longer meteor cancel windows. Yoshi also has a shorter meteor cancel window, likely to compensate for his up special, which grants a rather low amount of height. The one outlier to these patterns however is Wolf, who has an extremely long meteor cancel window compared to the rest of the cast, which was likely an oversight caused by his late and rushed addition into the game.
* D-Air. Samus' standard Meteor Smash where she punches downwards. It has a decent sized hitbox. A commonly used attack.


''Zelda''
==Similar techniques==
* D-Air. A very weak Meteor Smash which Zelda performs by extending her leg downwards.
A meteor smash is not to be confused with a [[spike]]; while spikes also have downwards knockback angles, they are diagonal enough to not be recognized by the game as a meteor smash, and thus cannot be meteor canceled. Despite this, many smashers use the term "spike" to refer to meteor smashes, with the term "true spike" referring to spikes. Meteor smashes are also not to be confused with a [[stage spike]], where attacks with standard knockback angles can cause opponents to bounce off the underside of a stage and fly downwards, unable to meteor cancel.
* D-Tilt. Zelda performs this attack by sweeping her leg. Another ground Meteor Smash which smashes the opponent downwards. This attack has extremely low range, power and priority and can only be used on the ground.


''Link''
==Lists of meteor smashes==
* D-Tilt. This is another Meteor Smash which can only be used on the ground. Link swipes the ground in front of him, smashing airborne opponents. A good edgeguarding technique. Link should use this on an enemy which is recovering from directly below.
Not all characters have access to a meteor smash (e.g. [[Pikachu]] in the first three games). The characters that can meteor smash and their respective meteor smashes are listed and described here. Some items, such as [[Moltres]] and the streams of a [[Super Scope]], as well as the attacks of some bosses, also have meteor smash hitboxes, and are also listed here. [[Spike]]s and [[semi-spike]]s, due to their differing properties, are not listed here. This list does not include [[unconventional meteor smash]]es.
* D-Air. A downwards aerial thrust which smashes any opponents below Link downwards at very high speeds.


''Young Link''
{{main|List of meteor smashes (SSB)}}
* D-Air. Like Link, the opponent is below Young Link and he executes his D-Air the opponent will be smashed downwards at a considerable speed.
{{main|List of meteor smashes (SSBM)}}
* D-Tilt. Similar to Link's D-tilt though more powerful. A good edge guarding technique. Young Link should use this attack on an enemy which is recovering from directly below him. Better than Link's Meteor Smash.
{{main|List of meteor smashes (SSBB)}}
{{main|List of meteor smashes (SSB4)}}
{{main|List of meteor smashes (SSBU)}}


''Jigglypuff''
==Gallery==
* D-Air. This is an extremely hard Meteor Smash to execute. Jigglypuff's lower hitbox has Meteor Smash properties it sends the enemy downwards at considerable speed and length. However if another part of Jigglypuff touches the opponent, the Meteor Smash is cancelled.
<gallery>
Wolfflash.jpg|Wolf meteor smashing Falco with [[Wolf Flash]] in ''Brawl''.
LinkDtiltMeteor.jpg|Link's down tilt, one of the few meteor smashes that can only be done on the ground.
Mario Fair Meteor Smashes Kirby SSB4.jpg|Mario's meteor smash in ''Smash 3DS''.
Cloudhazardspike.jpeg|Cloud meteor smashing Mario with [[Climhazzard]] in ''Smash Wii U''.
</gallery>


''Mewtwo''
==Trivia==
* D-Air. Mewtwo's D-Air is a very weak Meteor Smash. The attack's hitbox is on Mewtwo's foot, and can is difficult to time properly.
*Excluding custom special moves in ''Smash 4'', [[Mii Brawler]] has the most meteor smashes in the franchise, with a total of 5.


''Mr. Game and Watch''
==See also==
* D-Air. The first few frames of this move strike the opponent downwards, but only if opponent is right beside him.
*[[Spike]] – an attack that sends the opponent downwards yet cannot be canceled.
*[[Semi-spike]] – an attack that hits the opponent at a very low horizontal angle, minimizing recovery opportunities.
*[[Footstool jump]] – a technique from ''Brawl'' onward which makes a character jump on their opponent's head. If done on an aerial opponent, it causes them to fall downward.


''Marth''
==References==
* Forward B. On the third hit of his Dancing Blade attack, if the "down" attack is chosen, Marth will spin and swing his sword to the ground. The movement produces a Meteor Smash. It's knockback and speed are average.
<references/>
* D-Air. If Marth hits with the middle part of his sword, the opponent will be smashed downwards at very high speed. In the [[PAL]] version the D-Air strikes the opponent downwards in the same way as in the [[NTSC]] version although in the [[PAL]] version you can Meteor Cancel it, making it a Meteor Smash. However, in the [[NTSC]] version of the game this attack can't be Meteor Cancelled, making it a spike. If Marth hits with the wrong part Marth will jump a little bit and the opponent will move to the side slightly.


''Roy''
[[Category:Meteor smashes|*]]
* D-Air. This attack is the same as Marth's but Roy's D-Air is weaker and harder to pull off due to a smaller [[hitbox]] and is a Meteor Smash in both [[NTSC]] and [[PAL]] versions of the game.
[[Category:Game mechanics]]
* Forward B. Similar to Marth's, except the third attack must be upwards.
[[Category:Attacks]]
 
{{AllGames|Techniques}}
It should be noted that, with the addition of the [[Footstool Jump]] , all characters can perform a Meteor Smash in ''[[Brawl]]''.
 
== See also ==
* [[Spike]] &ndash; a Meteor Smash that cannot be cancelled.
* [[Semi spike]] &ndash; a move that hits the opponent at a very low angle, minimizing recovery opportunities.
* [[Footstool Jump]] &ndash; a ''[[Super Smash Bros. Brawl]]'' technique in which a character can jump on their opponent's head. If done in air it causes a Meteor Smash
 
[[Category:Techniques]]
[[Category:Techniques (SSBM)]]
[[Category:Techniques (SSBB)]]
Anonymous user