SSB64 Icon.png

List of meteor smashes (SSB): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(stuff)
Line 3: Line 3:
This is a list of '''[[meteor smash]]es in ''[[Super Smash Bros.]]'''''.
This is a list of '''[[meteor smash]]es in ''[[Super Smash Bros.]]'''''.


As noted in the main article, there is no meteor canceling in the original, so some prefer the term [[spike]] for these set of moves, though they are officially called Meteor Smashes. They as a whole are much faster than their counterparts in ''Melee'' and ''Brawl'', even considering the increased speed of the game.
As noted in the main article, there is no meteor canceling in the original, so some prefer the term [[spike]] for these set of moves, though they are officially called meteor smashes.
 
Meteor smashes are considered more effective in ''Smash 64'' than in ''Melee'' and ''Brawl'' for several reasons. Mainly, they as a whole are much faster than their counterparts in ''Melee'' and ''Brawl'', even considering the increased speed of the game, especially in terms of [[startup]] - notably, [[stomp]] moves such as Captain Falcon, Donkey Kong, and Ness's down aerials have literally zero startup. None of the meteor smashes in the game have significant [[ending lag]] either, and as a result, are usually completely safe to use offstage when one's [[double jump]] is available. Also, meteors with long durations such as Falcon's down aerial will remain equally powerful during all of the move, without any [[sourspot]]s, which can be found in ''Melee'' and ''Brawl''.


==List==
==List==

Revision as of 10:58, November 30, 2013

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

As noted in the main article, there is no meteor canceling in the original, so some prefer the term spike for these set of moves, though they are officially called meteor smashes.

Meteor smashes are considered more effective in Smash 64 than in Melee and Brawl for several reasons. Mainly, they as a whole are much faster than their counterparts in Melee and Brawl, even considering the increased speed of the game, especially in terms of startup - notably, stomp moves such as Captain Falcon, Donkey Kong, and Ness's down aerials have literally zero startup. None of the meteor smashes in the game have significant ending lag either, and as a result, are usually completely safe to use offstage when one's double jump is available. Also, meteors with long durations such as Falcon's down aerial will remain equally powerful during all of the move, without any sourspots, which can be found in Melee and Brawl.

List

Captain Falcon

  • Down aerial - Does a stomp attack. Its hitbox extends from his chest to his feet. If the chest hitbox connects, the opponent will be sent at a slight angle. Has a very long duration, and is very useful if used around the edge, giving Falcon strong ledge play.

Donkey Kong

  • Down aerial - Does a stomp attack. Donkey Kong's feet grow when the attack is used, making the meteor smash have a wider hitbox than many others.
  • Forward aerial - Swings his arms forward, sending any opponent under them down. The attack sends opponents in different angles depending on which area hits. It has very little landing lag.

Fox

  • Down aerial - Does a drill kick. It isn't great on damage output, and does little knockback, but can easily combo into other moves such as up tilt, down tilt, up smash, and so on.

Jigglypuff

  • Down aerial - Does a drill kick. It can be followed up with many ground attacks and Rest. However, it is the weakest meteor smash in Smash 64.

Kirby

  • Down aerial - Does a drill kick with pretty strong knockback on the final hit, being a very useful edgeguarding move that can also drag opponents down at low percentages to ensure that they are unable to recover.
  • Final Cutter - Jumps up with his Final Cutter and falls down with it, meteor smashing anyone under it. Has extremely powerful set knockback. Can be used against characters who recover high to throw them down, useful against recoveries such as Pikachu's Quick Attack or Fox's Fire Fox. Though since it leaves Kirby unable to do anything until he lands or grabs the edge, it is quite risky to use offstage unless Kirby is directly above the edge.

Luigi

  • Down aerial - Does a drill kick. Has almost no knockback, and is also less effective than Mario's down aerial because of Luigi's high jumping height and low falling speed.

Mario

  • Down aerial - Does a drill kick that has extremely weak set knockback. It can be used repeatedly to drag the opponent down so they can't recover, and it can also easily combo into other moves such as up aerial.
  • Mario Tornado - The lower segment of the final hitbox can meteor smash if landed successfully. Not very reliable, and not very useful due to Mario having much better edgeguarding options, though it is quite powerful, and isn't too difficult to land against more predictable recoveries if the player can space the move correctly. However, the ending lag of the move means it can easily result in a SD unless Mario still has his double jump available.

Ness

  • Down aerial - Does a stomp attack. Even though it has short range, it is very quick and is very deadly as a finisher to a DJC combo, which is what it is often used for.

Samus

  • Down aerial - Swipes her arm cannon downwards in an arc. It is a very quick meteor smash, resulting in it being very effective, and one of Samus's very few reliable finishers.

Yoshi

  • Down aerial - Kicks below himself repeatedly very fast, commonly referred to as the Flutter Kick. Despite having weak knockback, it has the highest damage output out of all attacks in Smash 64, dealing 56% if all hits connect.
  • Forward aerial - Swings his head forward. A very fast meteor smash with great knockback, being reliable for early KOs. Can easily be used as a followup to forward tilt, and can start a tech-chase onstage at certain percentages.

See also