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List of meteor smashes (SSBB)

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This is a list of meteor smashes in Super Smash Bros. Brawl.

Characters who have an attack with a meteor smash hitbox are listed here, along with each attack. The thrown Pitfall, a falling Warp Star, Moltres's body, Metagross, Lakitu's Spinys, Deoxys (when it is ascending), Ho-Oh's Sacred Fire and Waluigi's stomp also have this effect. Semi-spikes are not included in this list. No spikes are currently known in Brawl, so all meteors can be cancelled. However, meteor cancelling is not possible when meteor smashed while swimming. Also, meteor smashes can cause tripping on grounded opponents if their damage was too low to produce knockback.

While the Footstool Jump is claimed to be a meteor smash on the Smash Bros. DOJO!!, it does not actually function as one, instead having its own unique mechanics that differ from a meteor smash's. As such, there are still characters in Brawl who lack access to a true meteor smash.

Bowser

  • Down tilt as Giga Bowser - Sweeps twice with his claws along the ground. Only the first hit meteor smashes, however the first hit isn't dragged to the second hit.
  • Down aerial - Only if the final hit is sweetspotted. One of the most impractical meteors in the game as it is extremely weak and difficult to land; its high ending lag and Bowser's relatively poor recovery also lowers its effectiveness. Bowser is generally better off using his other, much better and safer edgeguard options.

Captain Falcon

  • Down aerial - Captain Falcon's classic stomp, but will only meteor smash if the opponent is directly underneath him. If they are to the side, they will be knocked upwards at an angle, which means that the nipple spike has been removed from Brawl. It is weaker than it was in Melee, with a smaller hitbox, which makes it more difficult to land and generally less effective.
  • Raptor Boost - If used in the air, Captain Falcon will leapfrog over the opponent, thrusting them downwards and himself to safety. This is generally not a safe maneuver, unless when used as a recovery. The meteor smash has high base knockback, but its low knockback scaling allows opponents to recover from it at even high percentages. Regardless, it is an effective counter-edgeguard option against careless edgeguarders.

Diddy Kong

  • Down aerial - Diddy Kong thrusts both fists under him, meteor smashing the opponent. It is a fast meteor with slightly below average power and a small hitbox. It is similar to Wolf's down aerial but stronger and more difficult to land.
  • Monkey Flip - When he catches the opponent and jumps, the opponent is meteor smashed weakly.
  • Rocketbarrel Boost - If an opponent is hit with this while directly under the barrels, he or she is meteor smashed very weakly.

Donkey Kong

  • Down aerial - Donkey Kong stomps beneath him while making a tough guy pose, meteor smashing any opponent powerfully. It has a large hitbox and will always meteor smash but has slow start-up and risky ending lag. Regardless, it is considered the best and most reliable of his three meteor smashes.
  • Forward aerial - Donkey Kong swings his fists together in an arc. It hits between frames 25 and 28, with frames 27 and 28 being a meteor smash. It is slightly weaker than his down aerial but is still powerful. While it has good horizontal reach, it still has very slow start-up and ending lag, but Brawl's physics make it a less risky meteor to attempt than it was in Melee. If the non-meteor smash hitbox is landed, it instead hits the opponent horizontally with powerful knockback.
  • Headbutt - If this hits an aerial opponent and makes contact when the head is near the bottom, rather than embedding him or her in the ground, it launches him or her downwards weakly but still has usefulness (like pivot spiking or using it in the edge).

Falco

  • Down aerial - First few frames meteor smashes with average power. Start-up lag wise, it is the fastest meteor smash in Brawl. This is considered by some to be the best meteor smash in Brawl in short-hop edgeguarding situations and is arguably the best meteor smash when used on characters recovering from above (this is mostly due to Falco's incredible jumping abilities). Like the other meteors that were spikes in Melee, this sends opponents at a slight diagonal angle instead of straight down. Due to Falco's lacklustre recovery, this attack is a moderate risk to use offstage if it is used in conjunction with a fast-fall.
  • Falco Phantasm - When used while Falco is airborne, it meteor smashes airborne opponents it connects with. However, unless used as a recovery, this is generally a dangerous maneuver that will likely result in a self destruct, and it is very weak as well, generally only succeeding at successfully meteor smashing an opponent when they are caught off-guard or if they have a poor vertical recovery.

Fox

  • Down aerial - An extremely weak drill meteor smash. Like the other meteors that were spikes in Melee, this sends opponents at a slight diagonal angle instead of straight down, but this is hardly noticeable due to its extremely weak knockback. However, it does have fast start-up lag, and can "drag" opponents down, but due to its long duration and Fox's high falling speed, this attack is risky to use for edgeguarding.

Ganondorf

  • Down aerial - Anyone caught in the stomp is electrocuted and sent flying downward if they are in the air, regardless of how it connects. It has rather low ending lag in the air, making it easy to recover from (just like it was in Melee), but it has slow start-up and high landing lag. It is still the most powerful meteor smash in the game and is still the only meteor that reliably KOs grounded opponents under 100%. It is also the most powerful aerial attack in Brawl when it hits an airborne opponent (like in Melee, there are very few aerials that hit grounded opponents harder, such as Link's sweetspotted down aerial). It is one of the few meteors capable of meteor smashing at 0% and is a highly effective meteor smash when meteor smashing opponents recovering from below. Ganondorf's down aerial is most notable for its extremely high knockback scaling, which is equal to Ike's uncharged forward smash.
  • Flame Choke - Ganondorf lifts his opponent by the head and launches them directly into the ground. If it is used over a ledge, they are sent downwards very weakly, and will grab any ledge which can be grabbed at any percentages, as it has set knockback.
  • Wizard's Foot - A stall-then-fall. If used in the air, the first few frames of this move meteor smashes airborne opponents. While it is one of the most powerful meteor smashes in Brawl, it is difficult to use without self-destructing, due to its high duration, high ending lag, and the fact it puts Ganondorf in a fastfall at the end of the move. Mostly inferior to the down aerial meteor as it is weaker, generally more difficult to land, and much more difficult to recover from. Like the other meteors that were spikes in Melee, this sends opponents at a slight diagonal angle instead of straight down. It is notable for being the strongest meteor smash in Brawl with a diagonal trajectory.
  • Beast Ganon (Final Smash) - If Ganondorf stuns his opponent, but does not hit them, they will fall straight down. Usually only performable if the opponent is on the ledge. When items are counted, it has the highest base knockback of any meteor smash in Brawl, at 6207 mph at 0%.

Ice Climbers

  • Forward aerial - The Ice Climbers swing their hammers in an arc. While it is a decently powerful meteor smash, only the CPU partner's hit can meteor smash. Therefore, the forward aerial is unable to meteor smash as a solo climber.

Ike

  • Down tilt - Ike crouches and sweeps his blade forward along the ground. It is a very strong meteor smash with good reach, yet it has slow start-up and ending lag. It is by far the strongest tilt meteor smash with very high base knockback and high knockback scaling, and it is overall one of the strongest meteor smashes in Brawl. If it hits the opponent with the handle, it sends him or her horizontally instead but with the same power as the meteor hitbox, making it still deadly to recovering opponents.
  • Down aerial - Ike thrusts his blade below him. The entirety of the blade meteor smashes very powerfully anyone who is hit at the initial thrust with huge power. It also has a long, disjointed hitbox. It is generally the second strongest meteor smash in Brawl, being even capable of star KOing grounded opponents well under 150% as it has above average base knockback and very high knockback scaling.
  • Aether - Meteor smashes airborne opponents with the downwards slash, similar to Kirby's Final Cutter. Unlike Final Cutter, it does not have set knockback, but its knockback scaling is extremely low, making it an ineffective meteor smash at even high percentages if the opponent is not near the lower blast line.

King Dedede

  • Super Dedede Jump - Meteor smashes airborne opponents when falling down. It can be dangerous to use unless using it while recovering. It is a very powerful meteor however, that can easily KO a careless edgeguarder if it lands.

Kirby

  • Down aerial - A very weak drill meteor smash. Kirby can fastfall while using this move to "drag" the opponent down with him, increasing the meteor smash's effectiveness. It can be considered best drill meteor as Kirby can perform multiple meteor smashes on a recovering opponent and still recover safely, or perform a footstool jump after landing the meteor which usually results in a KO.
  • Final Cutter - This move meteor smashes airborne opponents with the downwards slash. Mostly it combos someone into the shock wave, but it can be used on the edge to meteor smash. It high base knockback, making it useful for Multi-Man Brawl in some situations, but it has set knockback, making it ineffective when used far from the lower blast line. Still, it can also be used to counter-edgeguard if it catches an opponent on a ledge.

Link

  • Down tilt - Link sweeps his sword along the ground, meteor smashing when sweetspotted. It has very high base knockback, enough to possibly KO at 0%, along with sending the opponent on a slight diagonal trajectory. However, it has very low knockback scaling and is extremely difficult to land due to its small sweetspot near the hilt of the sword.

Lucario

  • Aura Storm - If an opponent overlaps Lucario in the air, he or she will be sent down quickly. It has set knockback though the knockback is still determined by how much damage Lucario has.

Lucas

  • Back aerial - Lucas sweeps a downwards arc behind him with his legs, accompanied by PSI Hexagons to increase range. The hexagons are the sweetspot and send the opponents flying away, but only the tip of his foot will meteor smash. The meteor smash has below average power even when sweetspotted, and it is very difficult to land. The angle at which the opponent is sent downwards (possible deviation of about 20 degrees to either side) is also hard to predict, and this may cause the opponent to get smashed down onto the stage if the meteor smash is performed near the edge.
  • Down aerial - Lucas stomps downwards four times with four PSI Hexagons. The first three hits have little vertical knockback while the fourth hit has weak meteor smash properties. When sourspotted, it instead produces weak horizontal knockback instead.

Luigi

  • Down tilt - Opponent must be directly under Luigi in order to be meteor smashed; the primary part of the attack (Luigi's foot) only meteor smashes on grounded opponents. It has below average knockback.
  • Down aerial - Meteor smashes when Luigi's body hits as opposed to his legs. It is a meteor smash with below average power and is generally difficult to land. It does have fast start-up lag however, and its low ending lag make it generally unrisky. While it is weaker than it was in Melee, it is easier to land the meteor smash hitbox. Not landing the meteor smash hitbox still sends the opponent on a horizontal trajectory, making it useful for edgeguarding even if the meteor smash hitbox is not landed.
  • Down Taunt - One of the only two taunts in the game that has a damaging hitbox. Luigi kicks his foot into the ground. If it hits an opponent, it will meteor smash them with set knockback. Strongest meteor smash at 0% in Brawl when items are not counted, due to its extremely high base knockback.

Mario

  • Forward aerial - Mario swings his fist in an arc. Meteor smashes opponents when sweetspotted. Very weak for a single hit meteor smash and it has slow start-up and ending lag. Must be sweetspotted to meteor smash unlike in Melee, but due to Brawl's physics, it is less risky. Even though this meteor smash wasn't a spike in Melee, it sends opponents at a slight diagonal trajectory in Brawl.

Marth

  • Down aerial - Large downwards arc of the blade. Anyone caught with the tip is sent downwards, meteor smashing with above average power. Start-up lag wise, it is the second fastest meteor smash in Brawl, (Falco's and Fox's are faster by 1 frame) but it is also one of the laggiest as well (has high landing and ending lag). One of the more difficult meteors to land and can result in a SD, especially if the player fastfalls. Like the other meteors that were spikes in Melee, this sends opponents at a slight diagonal angle instead of straight down.
  • Dancing Blade - If the third attack is down (green), the move produces a meteor smash. The tip of the sword, like in Melee, does not meteor smash.

Mr. Game & Watch

  • Down aerial - A stall-then-fall. Stalls in the air, then falls quickly with his key extended downwards. Anyone hit in the air with the initial fall is meteor smashed with above average knockback. Is one of the safer stall-then fall aerials.
  • Down throw - Juggles opponent in the air like a ball then sends them down into the ground. If done close to the edge, the opponent is meteor smashed.

Ness

  • Down aerial - Step kick. Ness's classic stomp, with slow start-up, but a decent size hitbox and this is the second-strongest meteor smash at 0%. It has low knockback scaling and is incapable of KOing grounded opponents under 200%. Despite this, it is one of the deadliest meteor smashes in Brawl due to its very high base knockback, being one of the few meteors that can successfully meteor smash an opponent at 0%. As damage rises, other meteor smashes become more effective however. When sourspotted, it hits opponents with powerful horizontal knockback.

Olimar

  • Down aerial - Thrusts a Pikmin under him. The first few frames can meteor smash the opponent. They effect and power of the meteor smash is different depending on which Pikmin is used. White Pikmin produce a very weak meteor smash. Yellow Pikmin produce an average power meteor smash with electric damage. Blue and purple Pikmin produce a powerful meteor smash with no special effects. The red Pikmin produces one of the strongest meteor smashes in Brawl, accompanied by fire damage. Regardless of the Pikmin, Olimar's down aerial has low base knockback, but much better knockback scaling. Due to the small hitbox and even smaller sweetspot, this is a difficult meteor smash to land, despite its rather fast start-up lag.
  • End of Day - If a midair opponent (opponents on the ground are submerged into the ground instead) makes contact with the Hocotate Ship when it appears, they are sent downwards very quickly.

Peach

  • Down tilt - Sweeps hand along the ground with fairly short reach. The sweetspot is small however, making it difficult to catch opponents in the meteor smash hitbox. It does have high base knockback, but its low knockback scaling, difficulty of landing, and the fact that when sourspotted, it sends opponents on a vertical trajectory, make it generally an ineffective meteor smash.

Pit

  • Down tilt - Sweeps his blade along the ground, meteor smashing opponents when sweetspotted. It sends opponents on a diagonal trajectory with high base knockback. However, it has low knockback scaling and is difficult to sweetspot.

Pokémon Trainer

  • Ivysaur
    • Down aerial - Turns upside down and shoots a burst of powder from his bulb. Very situational due to its high ending lag and risk of getting edge-hogged. It is also difficult to land the meteor smashing hitbox. Looks like its up aerial, except upside down. Unlike its up aerial, it is a very weak aerial attack.
  • Charizard
    • Down aerial - Stomps beneath itself, and regardless of where it connects, it will meteor smash airborne opponents. It has slow start-up lag, but it produces a decently sized hitbox that meteor smashes with above average power, and is of relatively low risk due to Charizard's recovery. On grounded opponents, the down aerial produces a different, slightly stronger hitbox that does not meteor smash.

R.O.B.

  • Down aerial - R.O.B. fires his thrusters downwards. It is a meteor smash with low base knockback and very slow start-up lag. However, it has high knockback scaling, and produces a large hitbox with a long duration. It is also has very low risk due to it giving R.O.B. a slight push upwards, and R.O.B.'s great recovery.

Samus

  • Down aerial - Samus swings her arm-cannon in a downwards sweep. The attack has fairly large hitbox and will always meteor smash, though it has slow start-up lag, and very weak base knockback. While ineffective at low percentages, it has very high knockback scaling, making it a deadly meteor smash at high percentages. Its low ending lag and Samus' floatiness also make it a very low risk meteor smash.

Snake

  • Forward aerial - Snake does an ax-heel kick, bringing his leg down from above his head to a little behind him. Anyone caught in his foot arc will get meteor smashed very powerfully. If the leg connects, it instead send the opponent upwards with slightly weaker, but still powerful vertical knockback. It is by far the strongest forward aerial meteor in Brawl, with great horizontal reach. It does have slow start-up however, and its high ending lag puts Snake at risk to be edgeguarded if he failed to hit the opponent with the forward aerial.

Toon Link

  • Down aerial - A stall-then-fall. Stalls in the air, then falls quickly with sword thrust downwards. It has fast start-up, and produces a powerful meteor smash with the initial hitbox. But if Toon Link misses the opponent, he will almost always plunge to his demise due to the fast speed at which Toon Link falls and the very long duration of the attack. If the initial hitbox is not landed, the down aerial instead produces average vertical knockback.

Wario

  • Down aerial as Wario-Man - Face his head downward and drills, falling at a very fast speed. A very strong meteor smash, covers a great distance and since he can fly, he can easily land this attack off-stage without self destructing.
  • Down throw as Wario-Man - When used next to a stage ledge, it will very powerfully meteor smash anyone he has grabbed. It is easier to use if Wario-Man is facing into the middle of the stage.

Wolf

  • Down aerial - Thrusts his arms downwards quickly. It is a rather easy to land meteor smash with a surprisingly large hitbox and above average start-up lag for a meteor smash, but it has weak base knockback, making it ineffective at low percentages. It does have high knockback scaling however, making it effective for meteor smashing at high percentages. While it doesn't have high ending lag, Wolf's recovery can make this a risky meteor smash to edgeguard with if the stage lack huggable ledges.
  • Wolf Flash - The very end of the attack in his lower hitbox produces a decently powerful meteor smash. It is difficult to land though, and can only be feasibly used without SDing to meteor smash with as a counter-edgeguard maneuver.

Yoshi

  • Forward aerial - Like Mario's and Donkey Kong's forward aerials, except Yoshi swings his head in an arc. Meteor smashes at the more extended parts of his head. Much weaker than it was in Melee, but still has average power, and slow start-up lag and is of even lower risk. It can be used to finish off a grab-release chain.
  • Down aerial - Rapidly kicks his feet under him. Most damaging drill meteor smash, with 11 hits of 3% each. It is an extremely weak meteor smash however, but being a "drill" meteor, Yoshi can "drag" the opponent down with him, increasing its effectiveness.

Zelda

  • Down tilt - Zelda sticks her foot out, normally popping people up. If it hits an airborne opponent and is sweetspotted, it meteor smashes them very weakly. It has very fast start-up lag, but poor reach.
  • Down aerial - Zelda sticks her foot downwards, with rather low start-up and ending lag. If it hits on the first frame of execution, the opponent is electrocuted and shot downwards with high power, being one of the strongest meteor smashes in Brawl. If the move hits after the first frame, it is an extremely weak meteor smash, with a slight diagonal trajectory. The "sweetspot" hitbox cannot be landed on grounded opponents unless they are shielding.

Zero Suit Samus

  • Down aerial - A stall-then-fall aerial. A very weak meteor smash that nails down during the entire fall. Due to the fast speed at which Zero Suit Samus falls and the very long duration of the attack, she will almost self destruct, even if it hits, making this a rather impractical meteor smash to use unless one intends to perform a sacrificial KO or attempt to be hit by the opponent's recovery attack.
  • Flip Jump - Zero Suit Samus does a flip jump. If an attack button is pressed while she performs this, she sticks out her foot pointing towards the center of the arc of the jump. Anyone who hits the tip of the foot is meteor smashed very powerfully.
  • Plasma Wire - This move shoots upwards, meteor smashing anyone above Zero Suit Samus down on the last hit. While the meteor smash has very low knockback scaling, its high base knockback allows it to successfully meteor smash an opponent when they're caught offguard. However, due to the fact that the opponent must be well above Zero Suit Samus for the meteor smash to land, it is only feasible to use as a meteor smash when she is being edgeguarded from above, and it also can't be done below the ledge when close enough, as the whip will grab onto the ledge instead.

Items that meteor smash

  • Pitfall - When a Pitfall is thrown at an airborne opponent, they will be sent downwards.
  • Warp Star - When falling, they will be meteor smashed powerfully.

Stage hazards

  • Green Greens - If a player touches a bomb block from below, they will be knocked downwards.
  • Jungle Japes - If a player touches a Klaptrap, they are powerfully knocked downwards.
  • Pirate Ship - If a player touches the bottom of the front end of the ship, they will be meteor smashed powerfully, instantly KOing them.

Enemies and bosses

  • Galleom - The non-bury hitboxes of the Multihop meteor smash.
  • Master Hand/Crazy Hand - The Power Punch is a meteor smash.
  • Porky - Porky's jump attack has a metor smash while he falls.
  • Spaak - When a Spaak loops around to fire a lightning bolt of either type, its body has a meteor smash hitbox.

Meteor smash chart

The following is a chart showcasing the post-calculation data of the meteor smashes in Super Smash Bros. Brawl (negligible meteor smashes and those that can't be landed on airborne opponents are not included in the chart). The data shown is the data of the strongest hitbox within the attack that meteor smashes. Meteor smashes are ranked based on the knockback they produce on Mario at 100%.

Base knockback is the knockback produced at 0%, while knockback scaling is the amount of knockback increase per percentage point.

Legend
  • * = Meteor smash produces a diagonal downwards trajectory instead of straight down.
  • (aerial) = Attack used while airborne.
Rank Character/Meteor smash Base Knockback Knockback at 100% Knockback at 200% Knockback at 300% Knockback Scaling
1. Ganondorf's down aerial 2811 8528 14245 19962 57.17
2. Ike's down aerial 2587 6869 11151 15433 42.82
3. Ganondorf's Wizard's Foot* (aerial) 2827 6869 10912 14955 40.43
4. Ike's down tilt 2910 6714 10517 14321 38.04
5. Zelda down aerial 2725 6578 10432 14286 38.54
6. Olimar's down aerial (Red Pikmin) 2265 6547 10829 15111 42.82
7. Snake's forward aerial 2505 6547 10590 14633 40.43
8. Zero Suit Samus' Flip Jump 2931 6256 9582 12907 33.25
9. Donkey Kong's down aerial 2393 6247 10100 13954 38.54
10. King Dedede's Super Dedede Jump 2905 6140 9374 12608 32.34
11. Ness' down aerial 3598 5925 8253 10581 23.27
12. Olimar's down aerial (Blue/Purple Pikmin) 2105 5908 9712 13516 38.04
13. Toon Link's down aerial 2327 5753 9178 12604 34.26
14. Donkey Kong's forward aerial 2070 5710 9349 12989 36.40
15. Peach's down tilt 2811 5658 8505 11352 28.47
16. R.O.B.'s down aerial* 2032 5597 9161 12726 35.65
17. Charizard's down aerial 1783 5586 9390 13193 38.03
17. Mr. Game & Watch's down aerial 1783 5586 9390 13193 38.03
19. Ice Climbers' forward aerial 2045 5370 8696 12022 33.26
20. Samus' down aerial 1280 5323 9366 13409 40.43
21. Diddy Kong's down aerial 1965 5290 8615 11941 33.25
22. Captain Falcon's down aerial 1461 5262 9068 12871 38.03
23. Marth's down aerial* 2199 5242 8285 11328 30.43
24. Olimar's down aerial (Yellow Pikmin) 1910 5235 8561 11886 33.25
25. Link's down tilt* 3398 5061 6723 8386 16.63
26. Falco's down aerial* 1388 4952 8517 12081 35.64
27. Wolf's down aerial 1288 4926 8565 12203 36.38
28. Lucas' back aerial* 1810 4803 7796 10788 29.93
29. Wolf's Wolf Flash 1562 4796 8031 11265 32.34
30. Yoshi's forward aerial 1094 4733 8371 12010 36.39
31. Luigi's down taunt 4725 4725 4725 4725 0.00
32. Luigi's down aerial 1580 4666 7752 10838 30.86
33. Pit's down tilt* 3045 4588 6131 7674 15.43
34. Zero Suit Samus' Plasma Wire 2988 4144 5300 6456 11.56
35. Mario's forward aerial* 1444 4117 6790 9464 26.73
36. Olimar's down aerial (White Pikmin) 1745 4113 6482 8851 23.69
37. Captain Falcon's Raptor Boost (aerial) 2488 3938 5429 6920 14.91
38. Zero Suit Samus' down aerial* 1727 3213 4699 6185 14.80
39. Ivysaur's down aerial 1267 3162 5057 6952 18.95
40. Donkey Kong's Headbutt 1419 2925 4432 5938 15.06
41. Kirby's Final Cutter 2902 2902 2902 2902 0.00
42. Ike's Aether 2687 2899 3110 3321 2.11
43. Lucas' down aerial 1055 2871 4688 6504 18.16
44. Diddy Kong's Rocket Barrel 1405 2829 4252 5676 14.24
45. Falco's Falco Phantasm (aerial) 1637 2583 3528 4473 9.45
46. Kirby's down aerial 1285 2284 3283 4283 9.99
47. Fox's down aerial* 1309 1778 2248 2717 4.69
48. Yoshi's down aerial 654 1592 2531 3469 9.38