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Meteor smash: Difference between revisions

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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.
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{{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]]) which 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.


===In Melee===
==General characteristics==
[[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.]]


''Mario''
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.
* 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.


''Luigi''
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-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''
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-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''
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. 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 quickly 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''
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 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.
* Head butt. 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 downwards while keeping himself on the floor.


''Captain Falcon''
==Meteor canceling==
* 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]].
'''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).
* 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''
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.  
* 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.
*Down B. Very hard to recover from, both for Ganondorf and his opponent.


''Falco''
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).
* 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.
*D-Air. If timed correctly, this attack can be a meteor smash.


''Fox''
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. 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''
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.
* D-Air. Ness' stomp has quite a bit of start-up lag.


''Ice Climbers''
====Characters with unusual meteor cancel windows in ''Brawl''====
* F-Air. Followed by a little start-up lag. The Ice Climbers execute this attack in the air, which is usually canceled by Nana's hammer, and smash the opponent downwards.
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:
*{{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


''Kirby''
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. 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.
* 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.  


''Samus''
==Similar techniques==
* D-Air. Samus' standard Meteor Smash where she punches downwards. It has a decent sized hitbox. A commonly used attack.
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.


''Zelda''
==Lists of meteor smashes==
* D-Air. A very weak Meteor Smash which Zelda performs by extending her leg downwards.
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-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''
{{main|List of meteor smashes (SSB)}}
* 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.
{{main|List of meteor smashes (SSBM)}}
{{main|List of meteor smashes (SSBB)}}
{{main|List of meteor smashes (SSB4)}}
{{main|List of meteor smashes (SSBU)}}


''Young Link''
==Gallery==
* D-Air. If you hit the opponent with the hilt of the sword, they will be dealt fire damage and meteor smashed (sometimes referred to as the 'Dragon D-air')
<gallery>
* 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.
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>


''Jigglypuff''
==Trivia==
* 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 canceled.
*Excluding custom special moves in ''Smash 4'', [[Mii Brawler]] has the most meteor smashes in the franchise, with a total of 5.


''Mewtwo''
==See also==
* 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.
*[[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.


''Mr. Game and Watch''
==References==
* D-Air. The first few frames of this move strike the opponent downwards, but only if opponent is right beside him.
<references/>


''Marth''
[[Category:Meteor smashes|*]]
* 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.
[[Category:Game mechanics]]
* D-Air. If Marth hits with the 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 canceled, 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.
[[Category:Attacks]]
 
{{AllGames|Techniques}}
''Roy''
* 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.
* Forward B. Similar to Marth's, except the third attack must be upwards.
 
===In Brawl===
It should be noted that, with the addition of the [[Footstool Jump]] , all characters can perform a Meteor Smash in ''[[Brawl]]''. Characters with other meteor smashes are listed here. This list is currently incomplete, as many returning meteor smashes need to be checked. Also, there is no meteor cancelling in brawl.
 
''[[Diddy Kong (SSBB)|Diddy Kong]]''
*Down Aerial. Diddy Kong thrusts both fists under him, spiking downwards powerfully. Has a little delay, similar to Captain Falcon's Stomp
 
''[[Donkey Kong (SSBB)|Donkey Kong]]''
*Down Aerial. Powerful, yet slow stomp
*Forward Aerial. DK Swings his fists together in an arc. The bottom can spike people
*Forward B. If this hits an aerial opponent, rather than embedding them in the ground, it launches them downwards
 
''[[Fox (SSBB)|Fox]]''
*Down Aerial. Very weak drill-spike
*Down B. Probably technically a semi-spike, this sends characters down and away if it hits with the initial frame.
 
''[[Ice Climbers (SSBB)|Ice Climbers]]''
*Forward Aerial. Ice Climbers swing their hammers in an arc. Nana's hit can spike
 
''[[Ike (SSBB)|Ike]]''
*Down Tilt. Ike crouches and sweeps his blade forward along the ground. Great range, and anyone it hits off the edge it sends straight to their death
*Down Aerial. Ike thrusts his blade below him. The entirety of the blade spikes anyone who hits it. Also has a long, disjointed range
 
''[[Kirby (SSBB)|Kirby]]''
*Down Aerial. Moderate power drill-spike
*Up B. Final Cutter spikes with the downwards slash. Mostly it combos someone in to the shock wave, but it can be used on the edge to spike
 
''[[Link (SSBB)|Link]]''
*Down Tilt. Link sweeps his sword along the ground, spiking anyone off the edge. Decent range and power.
 
''[[Lucas (SSBB)|Lucas]]''
*Down Aerial. Lucas stomps downwards with three Psi Hexagons. The first two have little knockback, and the third can spike.
*Back Aerial. Lucas sweeps a downwards arc behind him with his legs, accompanied by Psi Hexagons to increase range. The last part of the arc can spike.
 
''[[Luigi (SSBB)|Luigi]]''
*Taunt. One of the only two taunts 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 meteor smash them powerfully with set knockback. This is one of the few Meteor Smashes which should be used on the ground.
 
''[[Mario (SSBB)|Mario]]''
*Forward Aerial. Mario swings his fist in an arc. Fairly powerful, though slow spike.
 
''[[Olimar (SSBB)|Olimar]]''
*Down Aerial. Holds a Pikmin under him. The first few frames can spike the opponent.
*Final Smash, [[End of Day]]. If a midair opponent (opponents on the ground are submerged into the ground instead) makes contact with the Hocotate Ship, they are sent downwards nearly instantly.
 
''[[Peach (SSBB)|Peach]]''
*Down Tilt. Sweeps hand along the ground with fairly short range. Hard to catch people in it, but can spike
 
''[[Pikachu (SSBB)|Pikachu]]''
*Up Aerial. Tail whip has a few select frames that launch the opponent down at an angle
 
''[[Pit (SSBB)|Pit]]''
*Down Aerial. Sweeps both of his blades beneath him. Difficult to time properly.
 
''[[Pokémon Trainer (SSBB)|Pokémon Trainer]] - [[Charizard (SSBB)|Charizard]]''
*Down Aerial. Thrusts flaming tail under him. Anyone hit by the flame part is powerfully spiked.
 
''[[Samus (SSBB)|Samus]]''
*Down Aerial. Samus swings her arm-cannon in a downwards sweep. Spike with a fairly large hitbox, though comes out a little slowly
 
''[[Zero Suit Samus (SSBB)|Zero Suit Samus]]''
*Down Aerial. Stalls in the air, then falls quickly with a diagonal kick. Anyone hit in the air is spiked downwards, but this attack can be dangerous to use.
*Down B. 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 spiked.
*Up B. Plasma Wire shoots upwards, pulling anyone above Zero Suit Samus down. If Zero Suit Samus is above a pit at this time, they keep going down past her in to the pit.
 
''[[Yoshi (SSBB)|Yoshi]]''
*Forward Aerial. Like Mario's or DK's, only Yoshi swings his head in an arc. Powerful downwards spike
*Down Aerial. Rapidly kicks his feet under him. Most powerful drill-spike.
 
''[[Zelda (SSBB)|Zelda]]''
*Down Tilt. Zelda sticks her foot out, normally popping people up. If it hits an airborne opponent, it pops them downwards
*Down Aerial. Zelda sticks her foot downwards. There is a sweet spot on the foot. If the opponent is hit with this sweet-spot, they pause momentarily while being electrocuted, then are shot downwards with incredible force. If the move hits anywhere else, it just knocks the opponent up a little.
 
''[[Sheik (SSBB)|Sheik]]''
*Down Aerial. Stalls in the air, then falls quickly with body horizontal and one leg thrust downwards. Anyone hit in the air is spiked downwards, but this attack can be dangerous to use.
 
''[[Captain Falcon (SSBB)|Captain Falcon]]''
*Down Aerial. Falcon's classic stomp
*Forward B. If used in the air, Falcon will leapfrog over the opponent, thrusting them downwards and himself hopefully to safety.
 
''[[Falco (SSBB)|Falco]]''
*Down Aerial. Diagonal drill. First few frames are a powerful diagonal spike.
*Forward-B. phantasm. used as recovery anyone hit while not over land will be sent down. easily recovered from
 
''[[Ganondorf (SSBB)|Ganondorf]]''
*Down Aerial. Thunderstomp. Anyone caught in the stomp is electrocuted and sent flying downward if they are in the air. Nearly impossible to recover from at any percentage.
*Down B. If used in the air, the first few frames of the Wizard's Foot are a spike. Difficult to use without dying, however.
*Forward B. If used in the air, Ganondorf grabs his opponent and slams down to earth with them. If this is over a pit, they both die. If used on the ground, Ganondorf lifts his opponent by the head and launches them directly in to the ground. This may be able to spike if it catches someone over the edge
 
''[[Lucario (SSBB)|Lucario]]''
*Down Aerial. Lucario thrusts his feet downwards with two quick blasts of Aura Energy. Any opponent hit straight on with this will be sent straight downwards.
 
''[[Marth (SSBB)|Marth]]''
*Down Aerial. Large downwards arc of the blade. Anyone caught with the tip is sent away quickly, spiking
 
''[[Mr. Game and Watch (SSBB)|Mr. Game and Watch]]''
*Down Aerial. Stalls in the air, then falls quickly with his key extended downwards. Anyone hit in the air with the initial fall is spiked downwards, but this attack can be dangerous to use.
 
''[[Ness (SSBB)|Ness]]''
*Down Aerial. Ness's classic stomp
 
''[[R.O.B. (SSBB)|R.O.B.]]''
*Down Aerial. R.O.B. fires his thrusters downwards. Proper hitbox can spike.
 
''[[Snake (SSBB)|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 the downwards arc will be dragged down, and the last bit spikes the opponent down and backwards.
 
''[[Sonic (SSBB)|Sonic]]''
*Down Aerial. Stalls in the air, then falls quickly with a diagonal kick. Anyone hit in the air is spiked downwards, but this attack can be dangerous to use.
 
''[[Toon Link (SSBB)|Toon Link]]''
*Down Aerial. Stalls in the air, then falls quickly with sword thrust downwards. Anyone hit in the air with the initial fall is spiked downwards, but this attack can be dangerous to use.
 
''[[Wolf (SSBB)|Wolf]]''
*Down Aerial. Thrusts his arms downwards quickly, and with long duration. Spikes powerfully downwards.
 
== See also ==
* [[Spike]] &ndash; a Meteor Smash that cannot be canceled.
* [[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)]]

Latest revision as of 18:10, April 28, 2024

"Meteor" redirects here. For the SoCal smasher, see Smasher:Meteor.
Donkey Kong's forward aerial meteor smash in Brawl.

A meteor smash (メテオスマッシュ) is a type of attack in the 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 recovering 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 sweetspotting.

Some meteor smashes are not meant for edge-guarding 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 smashes.

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.

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 Smashes 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 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.

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 teching 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.[1] This makes most meteor smash sacrificial KOs 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).

General characteristics[edit]

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.

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%Super Smash Bros. MeleeSuper Smash Bros. 4/15%Super Smash Bros. Brawl/5%Super Smash Bros. Ultimate 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 tripping 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.

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 Smashes). 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.

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.

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 make the user shoot downward, leading to a certain Self-Destruct in most cases.

In Melee specifically, meteor smashes are a notable way to dealing with crouch canceling, 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.

Meteor canceling[edit]

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).

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.

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 mashing 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).

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.

Meteor canceling only exists in Melee and Brawl, making meteor smashes in other games functionally equivalent to spikes (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.

Characters with unusual meteor cancel windows in Brawl[edit]

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:

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.

Similar techniques[edit]

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.

Lists of meteor smashes[edit]

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. Spikes and semi-spikes, due to their differing properties, are not listed here. This list does not include unconventional meteor smashes.

Gallery[edit]

Trivia[edit]

  • Excluding custom special moves in Smash 4, Mii Brawler has the most meteor smashes in the franchise, with a total of 5.

See also[edit]

  • 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.

References[edit]