Down tilt: Difference between revisions

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==Down tilts in ''[[Super Smash Bros.]]''==
==Down tilts in ''[[Super Smash Bros.]]''==


*[[Pikachu (SSB)|Pikachu]]: A moderately high [[knockback]] move with surprising range (similar to most of Pikachu's moves in this way). Less comboable that Pikachu's other moves. [[Semi-spike]]. 12%
*[[Pikachu (SSB)|Pikachu]]: A moderately high [[knockback]] move with surprising range (similar to most of Pikachu's moves in this way). Less comboable that Pikachu's other moves. [[Semi-spike]]. 12% damage.
*[[Kirby (SSB)|Kirby]]: A long range move that is quite good at gimping and breaking shields. 9%
*[[Kirby (SSB)|Kirby]]: A long range move that is quite good at gimping and breaking shields. 9% damage.
*[[Yoshi (SSB)|Yoshi]]: Another set knockback tilt (the other one being [[up tilt]]) with good power, can infinite against a wall, usually used for [[gimp]]s. Very good for edgeguarding Fox, Jigglypuff and Kirby. High power semi-spike by the ledge. 10%
*[[Yoshi (SSB)|Yoshi]]: Another set knockback tilt (the other one being [[up tilt]]) with good power, can infinite against a wall, usually used for [[gimp]]s. Very good for edgeguarding Fox, Jigglypuff and Kirby. High power semi-spike by the ledge. 10% damage.
*[[Captain Falcon (SSB)|Captain Falcon]]: A good move that has [[IASA]] frames. Usually used as a shield stunner in order to throw after. Good knockback. Essentially Yoshi's up tilt but without set knockback, slightly less range, and more comboabiltiy. 11%
*[[Captain Falcon (SSB)|Captain Falcon]]: A good move that has [[IASA]] frames. Usually used as a shield stunner in order to throw after. Good knockback. Essentially Yoshi's up tilt but without set knockback, slightly less range, and more comboabiltiy. 11% damage.
*[[Donkey Kong (SSB)|Donkey Kong]]: One of the few low lag DK moves. Essentially a weaker version of Captain Falcon's. Very useful at close range to lead to a grab or [[down special move]]. 8%
*[[Donkey Kong (SSB)|Donkey Kong]]: One of the few low lag DK moves. Essentially a weaker version of Captain Falcon's. Very useful at close range to lead to a grab or [[down special move]]. 8% damage.
*[[Mario (SSB)|Mario]]: A low knockback move with a good amount of damage. A sweeping kick. Not overly useful due to poor range and poor combo ability. 12%
*[[Mario (SSB)|Mario]]: A low knockback move with a good amount of damage. A sweeping kick. Not overly useful due to poor range and poor combo ability. 12% damage.
*[[Luigi (SSB)|Luigi]]: Similar to Mario but with slightly less range, slightly less lag, and slightly less knockback. Combos into [[up special move]]. 7%
*[[Luigi (SSB)|Luigi]]: Similar to Mario but with slightly less range, slightly less lag, and slightly less knockback. Combos into [[up special move]]. 7% damage.
*[[Jigglypuff (SSB)|Jigglypuff]]: Similar to Pikachu but slightly less versatile, quicker, and has less range. Good combo ability and works great into rest. 10%
*[[Jigglypuff (SSB)|Jigglypuff]]: Similar to Pikachu but slightly less versatile, quicker, and has less range. Good combo ability and works great into rest. 10% damage.
*[[Samus (SSB)|Samus]]: A longer range version of Mario. Good knockback and a good spacing move. 13%
*[[Samus (SSB)|Samus]]: A longer range version of Mario. Good knockback and a good spacing move. 13% damage.
*[[Link (SSB)|Link]]: A different form of down tilt. Sends an opponent up. Combos into up special and other moves. However, the [[lag]] is too high for the move to be used often. 12%
*[[Link (SSB)|Link]]: A different form of down tilt. Sends an opponent up. Combos into up special and other moves. However, the [[lag]] is too high for the move to be used often. 12% damage.
*[[Fox (SSB)|Fox]]: Similar to Link's but with more range and slightly more comboability. If there wasn't Smash DI in this game, then this move could lead into an [[infinite]] with a down aerial after. 12%
*[[Fox (SSB)|Fox]]: Similar to Link's but with more range and slightly more comboability. If there wasn't Smash DI in this game, then this move could lead into an [[infinite]] with a down aerial after. 12% damage.
*[[Ness (SSB)|Ness]]: Very quick with low damage. Usually used into a throw or against a wall for a shield break. Can be Smash DI'd out of to prevent a grab after. 7%
*[[Ness (SSB)|Ness]]: Very quick with low damage. Usually used into a throw or against a wall for a shield break. Can be Smash DI'd out of to prevent a grab after. 7% damage.


==Character's down tilts in ''[[Super Smash Bros. Melee]]''==
==Character's down tilts in ''[[Super Smash Bros. Melee]]''==
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*[[Samus (SSBM)|Samus]]: Shoots at the ground. High knockback.
*[[Samus (SSBM)|Samus]]: Shoots at the ground. High knockback.
*[[Ice Climbers (SSBM)|Ice Climbers]]: Swings at the floor.
*[[Ice Climbers (SSBM)|Ice Climbers]]: Swings at the floor.
*[[Kirby (SSBM)|Kirby]]: Kicks while crouching.
*[[Kirby (SSBM)|Kirby]]: Kicks while crouching. 10% damage.
*[[Fox (SSBM)|Fox]]: Sweeps with his tail. Fast and can KO.
*[[Fox (SSBM)|Fox]]: Sweeps with his tail. Fast and can KO.
*[[Falco (SSBM)|Falco]]: Identical to Fox. Very powerful.
*[[Falco (SSBM)|Falco]]: Identical to Fox. Very powerful.
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*[[Marth (SSBM)|Marth]]: A quick crouching sword poke. Good for edgeguarding as it is a semi-spike.
*[[Marth (SSBM)|Marth]]: A quick crouching sword poke. Good for edgeguarding as it is a semi-spike.
*[[Roy (SSBM)|Roy]]: Similar to Marth. Good for comboing.
*[[Roy (SSBM)|Roy]]: Similar to Marth. Good for comboing.
*[[Ness (SSBM)|Ness]]: Thrusts his leg downwards. Comboes into itself and can trap some fast-fallers indefinitely.
*[[Ness (SSBM)|Ness]]: Thrusts his leg downwards. Comboes into itself and can trap some fast-fallers indefinitely. 3% damage.
*[[Mr. Game & Watch (SSBM)|Mr. Game & Watch]]: Flips a manhole cover in front of him. Deals vertical knockback, and can KO at higher percentages.
*[[Mr. Game & Watch (SSBM)|Mr. Game & Watch]]: Flips a manhole cover in front of him. Deals vertical knockback, and can KO at higher percentages.


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*[[Zelda (SSBB)|Zelda]]: Curves foot forward. Weak but can combo into itself or pop enemy slightly above her. Meteor smashes foes on the ledge. It can also cause tripping.
*[[Zelda (SSBB)|Zelda]]: Curves foot forward. Weak but can combo into itself or pop enemy slightly above her. Meteor smashes foes on the ledge. It can also cause tripping.
*[[Sheik (SSBB)|Sheik]]: Spins around in a circle while crouching. Similar to [[Zero Suit Samus]]' and [[Sonic|Sonic's]].
*[[Sheik (SSBB)|Sheik]]: Spins around in a circle while crouching. Similar to [[Zero Suit Samus]]' and [[Sonic|Sonic's]].
*[[Ganondorf (SSBB)|Ganondorf]]: Sticks foot out. Great knockback, but weak compared to Ganon's other moves.
*[[Ganondorf (SSBB)|Ganondorf]]: Sticks foot out. Great knockback, but weak compared to Ganon's other moves. 12% damage.
*[[Toon Link (SSBB)|Toon Link]]: Ground-shaving quick swipe. Good for edgeguarding; provides medium [[knockback]].
*[[Toon Link (SSBB)|Toon Link]]: Ground-shaving quick swipe. Good for edgeguarding; provides medium [[knockback]].
*[[Samus (SSBB)|Samus]]: Unique move. Small explosion from her arm cannon is shot at the ground. Very strong, good finisher, no lag, and decent damage.
*[[Samus (SSBB)|Samus]]: Unique move. Small explosion from her arm cannon is shot at the ground. Very strong, good finisher, no lag, and decent damage.
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*[[Ice Climbers (SSBB)|Ice Climbers]]: Similar to [[dash attack]]. Knockback a bit higher than [[Diddy Kong|Diddy]]'s.
*[[Ice Climbers (SSBB)|Ice Climbers]]: Similar to [[dash attack]]. Knockback a bit higher than [[Diddy Kong|Diddy]]'s.
*[[R.O.B. (SSBB)|R.O.B.]]: Shoots arms very quickly diagonally down at ground. No lag at all, can be spammed , and causes [[Prat Falling|prat falls]]. Not much knockback, but good damage racker. Can infinite against walls.
*[[R.O.B. (SSBB)|R.O.B.]]: Shoots arms very quickly diagonally down at ground. No lag at all, can be spammed , and causes [[Prat Falling|prat falls]]. Not much knockback, but good damage racker. Can infinite against walls.
*[[Kirby (SSBB)|Kirby]]: Kicks foot forward. Weak, but has a high chance of forcing a trip.
*[[Kirby (SSBB)|Kirby]]: Kicks foot forward. Weak, but has a high chance of forcing a trip. 6% when close, 5% when farther out.
*[[Meta Knight (SSBB)|Meta Knight]]: Pokes sword forward. Similar to Marth's, although faster, and moves him forward a bit.
*[[Meta Knight (SSBB)|Meta Knight]]: Pokes sword forward. Similar to Marth's, although faster, and moves him forward a bit.
*[[King Dedede (SSBB)|King Dedede]]: While crouching, swings foot forward. Considerable ending [[lag]], but strong attack. Good for edge-guarding.
*[[King Dedede (SSBB)|King Dedede]]: While crouching, swings foot forward. Considerable ending [[lag]], but strong attack. Good for edge-guarding.
*[[Olimar (SSBB)|Olimar]]: Pushes forward along the ground. (Comedically, if Pikmin are behind him, it looks like his Pikmin shoved him on the ground.)
*[[Olimar (SSBB)|Olimar]]: Pushes forward along the ground. (Comedically, if Pikmin are behind him, it looks like his Pikmin shoved him on the ground.)
*[[Fox (SSBB)|Fox]]: Swings tail along the ground. Low priority.
*[[Fox (SSBB)|Fox]]: Swings tail along the ground. Low priority.
*[[Falco (SSBB)|Falco]]: Same as Fox', but much more priority due to upwards knockback for setting up a spike combo for edgeguarding. Less range than Fox's, but good for combo setups.
*[[Falco (SSBB)|Falco]]: Same as Fox', but much more priority due to upwards knockback for setting up a spike combo for edgeguarding. Less range than Fox's, but good for combo setups. 12% when close, 9% when farther out.
*[[Wolf (SSBB)|Wolf]]: Kicks out with his foot, having decent range and can cause tripping.
*[[Wolf (SSBB)|Wolf]]: Kicks out with his foot, having decent range and can cause tripping.
*[[Captain Falcon (SSBB)|Captain Falcon]]: Sweeps with his leg at the ground.
*[[Captain Falcon (SSBB)|Captain Falcon]]: Sweeps with his leg at the ground.
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*[[Marth (SSBB)|Marth]]: Stabs sword forward. Same as Meta Knight's. Slightly less range and slower than Meta Knight's, but still moves Marth forward.  
*[[Marth (SSBB)|Marth]]: Stabs sword forward. Same as Meta Knight's. Slightly less range and slower than Meta Knight's, but still moves Marth forward.  
*[[Ike (SSBB)|Ike]]: Swings sword horizontally across the ground. Extremely powerful meteor smash to aerial opponents.
*[[Ike (SSBB)|Ike]]: Swings sword horizontally across the ground. Extremely powerful meteor smash to aerial opponents.
*[[Ness (SSBB)|Ness]]: Causes [[Prat Falling|prat falls]]. Good hitstun, but less knockback.  Like Lucario's in appearance. This move is great setup for Ness' Up Smash if the enemy trips. 100% chance of tripping if sweetspotted.
*[[Ness (SSBB)|Ness]]: Causes [[Prat Falling|prat falls]]. Good hitstun, but less knockback.  Like Lucario's in appearance. This move is great setup for Ness' Up Smash if the enemy trips. 100% chance of tripping if sweetspotted. 4% damage
*[[Lucas (SSBB)|Lucas]]; A non PSI-powered leg swivel. Can be indefinitely used like Ness', but is incapable of going as fast, and does not trap the opponent. Has a 100% chance of tripping if sweetspotted.
*[[Lucas (SSBB)|Lucas]]; A non PSI-powered leg swivel. Can be indefinitely used like Ness', but is incapable of going as fast, and does not trap the opponent. Has a 100% chance of tripping if sweetspotted. 6% damage.
*[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]: Flips a 3D manhole in front of him. Excellent move with good knockback, speed and priority. Good for combo setups.
*[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]: Flips a 3D manhole in front of him. Excellent move with good knockback, speed and priority. Good for combo setups.
*[[Snake (SSBB)|Snake]]: Spins body around in a circle, very close to the ground. Has KO potential on most characters at 120% and up.
*[[Snake (SSBB)|Snake]]: Spins body around in a circle, very close to the ground. Has KO potential on most characters at 120% and up.
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