Hitbox visualization showing Kirby's down smash.

OverviewEdit

A spinning split kick. It has the fastest startup of Kirby's smash attacks (frame 7), but the highest amount of ending lag (FAF 51, 31 frames of ending lag). It is a semi-spike, with Kirby's feet being intangible, starting from frame 3 and lasting until the clean hit ceases at frame 11. The clean hit deals 14% and has above average power for a semi-spike, while the late hit deals 10%. Due to its long active duration, it's Kirby's best option for 2-framing. The first hit of forward aerial can also set up into down smash, although forward smash is generally preferred due to the latter’s higher knockback and more favorable angling.

As of patch 8.0.0, due to the changes of Kirby’s second and third hits of forward aerial, it can act as a consistent whiff punish kill confirm. Down smash’s higher knockback and faster frame data gives it more potency as a punish option, ledgetrapping option, and kill move.

Update HistoryEdit

  8.0.0

  •   It has has less startup (frame 10 → 7), with its total duration reduced as well (FAF 54 → 51).
  •   It has more knockback scaling (89 → 94).

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
0 0 0 14.0% 0   Standard 25 94 0   4.0 footr 0.0 -6.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 14.0% 0   Standard 25 94 0   4.0 footl 0.0 -6.0 0.0 1.0× 1.0× 0%               Kick   All All            
The late hit reduces all hitboxes' damage to 10.0%.

TimingEdit

Charges between 2-3
Feet intangible 3-11
Clean hit 7-11
Late hit 12-19
Interruptible 51
Animation length 60
Hitboxes                                                                                                                         
Feet                                                                                                                         
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible
 
Interruptible