Meteor smash: Difference between revisions

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''Has the most Meteor Smashes in Brawl''
''Has the most Meteor Smashes in Brawl''
*D-air: Anyone caught in the stomp is electrocuted and sent flying downward if they are in the air, no matter when and where it connects. 3rd strongest Meteor Smash in Brawl with very high knockback scaling.
*D-air: Anyone caught in the stomp is electrocuted and sent flying downward if they are in the air, no matter when and where it connects. When caught by the stomp on the ground, the opponent should be flying upwards, mostly star KOing the opponent at high damage levels. 3rd strongest Meteor Smash in Brawl with very high knockback scaling.
*[[Flame Choke]] (ground): Ganondorf lifts his opponent by the head and launches them directly into the ground. If it is used over a ledge, the are sent downwards weakly, and will grab any ledge which can be grabbed at any percentages, as it has [[set knockback]].
*[[Flame Choke]] (ground): Ganondorf lifts his opponent by the head and launches them directly into the ground. If it is used over a ledge, the are sent downwards 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 Smash. Difficult to use without dying, however.
*[[Wizard's Foot]]: A [[Stall-Then-Fall]]. If used in the air, the first few frames of this move Meteor Smash. Difficult to use without dying, however.

Revision as of 17:13, July 18, 2009

DK's Meteor Smash.
Wolf meteor smashing Falco with Wolf Flash in SSBB.

A Meteor Smash is a kind of move introduced in Super Smash Bros. Melee in which you can smash an opponent downwards quickly. In Melee, 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 too.

Meteor Cancels become more difficult to perform at higher damage 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.

In Brawl, Meteor Cancels can still be performed, but can no longer be performed immediately after being hit. It's only possible to meteor cancel after falling about half of the original distance, and smashing jump buttons won't work, because after pressing the jump button there is a period of time in which the character cannot meteor cancel, similar to techs. Both double jump, triple jump and tether recoveries can be used to meteor cancel, but there are exceptions, such as Pit whose Up Special and jumps cannot be used to meteor cancel. Because there is no "spike", a Meteor Smash in Brawl can also be called "spike".

Any character in Melee and most in Brawl can Meteor Cancel with their second jump.

Meteor Smashing is useful against characters without effective triple jumps (i.e. Ike, Yoshi) who have limited use for an Up+B Meteor Cancel. (Although in Yoshi's case, one needs to make sure he still doesn't have his second jump, otherwise he could easily recover at lower %s.)

A technique in Melee and Brawl called Stage Spike is done by hitting the opponent into stages causing them to get meteor smashed to death.

List of Meteor Smashes

Not all characters have availability to a Meteor Smash. The characters that can Meteor Smash are listed here. Spikes are listed here but not Semi-Spikes.

In Melee

Mario

  • 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

  • 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. 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.
  • D-tilt. Luigi sticks his foot out in front of him. If a foe is hanging on the edge, it will weakly Meteor Smash them.

Peach

  • 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 with her forearm will fall quickly.

Yoshi

  • D-air. Yoshi's classic scuttle-kick. Each of his kicks is a Meteor Smash, although they are considerably weak. At high percentages Yoshi will smash the enemies quickly down. This is the strongest drill-type 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

  • 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.
  • Headbutt. Normally, this move buries opponents. But on aerial enemies, it works as a Meteor Smash. This tactic is useful for edge guarding as DK can smash someone downwards while keeping himself on the floor.

Captain Falcon

  • 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.
  • 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 helpless.

Ganondorf

  • 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.
  • Wizard's Foot. Very hard to recover from, both for Ganondorf and his opponent. Can't be cancelled, so it's a Spike. Best used in conjunction with the extra-double jump glitch.

Falco

  • Falco Phantasm. 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 Spike since you can't cancel it.

Fox

  • 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

  • D-air. Ness' stomp has quite a bit of start-up lag. Generally has an odd shaped hitbox, with huge horizontal knockback on it's sides. Disjointed.

Ice Climbers

  • F-air. Followed by a little start-up lag. The Ice Climbers execute this attack in the air, which is usually cancelled by Nana's hammer, and smash the opponent downwards.


Kirby

  • 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 a weak attack but 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

  • D-air. Samus' standard Meteor Smash where she punches downwards. It has a decent sized hitbox. A commonly used attack.
  • U-tilt. A very had Meteor Smash to perform, but it is a Meteor Smash.

Zelda

  • D-air. A very weak Meteor Smash which Zelda performs by extending her leg downwards; however, it is very strong if sweetspotted.
  • 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. Effective when the opponent is hanging off a ledge.

Link

  • 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.

Young Link

  • 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')
  • 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.

Jigglypuff

  • 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 cancelled.

Mewtwo

  • 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.

Mr. Game and Watch

  • D-air. The first few frames of this move strike the opponent downwards, but only if opponent is right beside him.

Marth

  • Dancing Blade. On the third hit of his Dancing Blade attack, if the "down" attack is chosen, Marth will spin and swing his sword into the ground. The movement produces a Meteor Smash. Its knockback and speed are average.
  • D-air. If Marth hits with the tip of the sword, the opponent will be smashed downwards at blazing 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 and make a straight fall, making it a Meteor Smash. However, in the NTSC version of the game this attack can't be Meteor Cancelled, making it a spike. If Marth does not hit with the tip of his sword, Marth will jump a little bit and the opponent will move to the side slightly.

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.
  • Double-Edge Dance. Similar to Marth's, except the third attack must be upwards.
  • Up smash. The tip of the sword is a Spike and it can't be canceled.

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. The thrown Pitfall, a falling Warp Star, Moltres, Metagross, Lakitu's spinys, Deoxys (when it is ascending), 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. Also, some Meteor Smashes can cause tripping at low percentages when hit on ground enemies.

Bowser

  • D-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.
  • D-air: Only if the final hit is sweetspotted. Weak.

Captain Falcon

  • D-air: Falcon's classic stomp, but will only smash if the opponent is directly underneath him with good power. If they are to the side, they will be knocked upwards at an angle, which means that the nipple spike has been removed from this.
  • Raptor Boost: If used in the air, Falcon will leapfrog over the opponent, thrusting them downwards and himself hopefully to safety.

Diddy Kong

  • D-air: Diddy Kong thrusts both fists under him, Meteor Smashing powerfully. Has a little delay, similar to Captain Falcon's stomp.
  • Monkey Flip: When he catches the opponent, jump and the opponent will be sent downwards.
  • Rocketbarrel Boost: When an opponent is directly under the barrels, they are Meteor Smashed.

Donkey Kong

  • D-air: Very powerful, always spikes if connects, yet it is slow. The most reliable of his three meteor smashes.
  • F-air: DK swings his fists together in an arc. Hits between frames 25 and 28, with being frames 27 and 28 a Meteor Smash. Slightly weaker than his down aerial yet still very powerful.
  • Headbutt: If this hits an aerial opponent and makes contact when the head is near the bottom, rather than embedding them in the ground, it launches them downwards weakly but still has usefulness (like pivot spiking or using it in the edge).

Falco

  • D-air: First few frames in the middle to bottom hitbox is a has good Meteor Smash knockback.
  • Falco Phantasm: Aerial opponents hit by this are Meteor Smashed. However, unless used as a recovery, this can be a dangerous maneuver, and it is weak.

Fox

  • D-air: A very weak drill Meteor Smash.

Ganondorf

Has the most Meteor Smashes in Brawl

  • D-air: Anyone caught in the stomp is electrocuted and sent flying downward if they are in the air, no matter when and where it connects. When caught by the stomp on the ground, the opponent should be flying upwards, mostly star KOing the opponent at high damage levels. 3rd strongest Meteor Smash in Brawl with very high knockback scaling.
  • Flame Choke (ground): Ganondorf lifts his opponent by the head and launches them directly into the ground. If it is used over a ledge, the are sent downwards 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 Smash. Difficult to use without dying, however.
  • Final Smash: If Ganondorf stuns his opponent(s), but does not hit them, they will fall straight down. Usually only performable if opponent is on ledge.

Ice Climbers

  • F-air: Ice Climbers swing their hammers in an arc. Only the CPU partner's hit can Meteor Smash.

Ike

Has the most Meteor Smashes in Brawl

  • D-tilt: Ike crouches and sweeps his blade forward along the ground. A very strong Meteor Smash with great range, yet quite slow.
  • D-air: 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. Also has a long, disjointed range.
  • Aether: Meteor Smashes with the downwards slash, similar to Kirby's Final Cutter.
  • Eruption: Meteor Smashes if opponent is underneath, and gets hit only by the tip.

King Dedede

  • Super Dedede Jump: Meteor Smashes the opponent when falling down. It can be dangerous to use unless using it while recovering.

Kirby

  • D-air: Moderate-power drill meteor smash. Kirby can fast-fall while using this move to amplify the knockback.
  • Final Cutter. This move spikes with the downwards slash. Mostly it combos someone into the shock wave, but it can be used on the edge to Meteor Smash.

Link

  • D-tilt: Link sweeps his sword along the ground, Meteor Smashing anyone off the edge. Decent range and power.

Lucario

Lucas

  • D-tilt: Very, very weak Meteor Smash.
  • B-air: Lucas sweeps a downwards arc behind him with his legs, accompanied by Psi Hexagons to increase range. The hexagons are the sweespot and send the opponents flying away, but only the tip of his foot will meteor smash. Very hard to land, and 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.
  • D-air: Lucas stomps downwards with four Psi Hexagons. The first two have little knockback, and the fourth can Meteor Smash quite weakly.

Luigi

  • D-tilt: Opponent must be directly under Luigi in order to be Meteor Smashed. It has less-than-average knockback.
  • D-air: Meteor Smashes at the first few frames of his spinning hands. Can be used at both sides of him. It is much easier to do than in Melee.
  • Down 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 very powerfully with set knockback. Strongest spike at 0% in Brawl. This is one of the few Meteor Smashes which should be used on the ground.

Mario

  • F-air: Mario swings his fist in an arc. Sends opponents downwards if they are hit at the right time. Fairly powerful, though slow.

Marth

  • U-air: Must hit with the back of the sword and not sweetspotted.
  • D-air: Large downwards arc of the blade. Anyone caught with the tip is sent away quickly, Meteor Smashing powerfully.
  • Dancing Blade: Weakly Meteor Smashes with the third hit of this attack if the direction selected is down (green). It only works if it is not sweetspotted.

Mr. Game and Watch

  • D-air: 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 sent downwards, but this attack can be dangerous to use if it can be cancelled in the half of the distance.
  • D-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

  • D-tilt: Very, very weak Meteor Smash.
  • D-air: Step Kick. Ness' classic stomp and the 2nd strongest Meteor Smash at 0%. Low knockback scaling.
  • PK Thunder 2: Aimed downwards, it is technically a very powerful spike, but is practically a suicidal attack, unless Ness grabs the edge after hitting an opponent.

Olimar

  • D-air: Thrusts a Pikmin under him. The first few frames can Meteor Smash the opponent.
  • 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

  • D-tilt: Sweeps hand along the ground with fairly short range. It is hard to catch people in it, but can Meteor Smash.

Pit

  • Up smash: First swipe is a meteor smash to set up for the second and third hit, which launch upwards.
  • D-tilt: Sweeps his blade along the ground. Decent power and range.

Pokémon Trainer - Ivysaur

  • D-air: Turns upside down and shoots a burst of powder from his bulb. Very situational due to lag and risky to get edge-hogged.
  • N-air: Just the bottom of body, weak and difficult to Meteor Smash because of the small hitbox.

Pokémon Trainer - Charizard

  • D-air: Stomps beneath himself, and regardless where it connects it will Meteor Smash similar to Ganondorf's.
  • B-air: If his tail sweeps downward with the flame at the tip.

R.O.B.

  • D-air: R.O.B. fires his thrusters downwards.

Samus

  • U-tilt: Very hard to time with.
  • D-air: Samus swings her arm-cannon in a downwards sweep. Meteor Smashes with a fairly large hitbox, though comes out a little slowly. This is her only way to KO at lower percentages.
  • Screw Attack: Some hits Meteor Smash, but they set up for the last hit.

Sonic

Snake

  • F-air: 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 the opponent very powerfully down and backwards. If the leg connects it instead send the opponent upwards with good knockback.

Toon Link

  • D-air: A Stall-Then-Fall. Stalls in the air, then falls quickly with sword thrust downwards. Very fast, anyone hit in the air with the initial fall is sent downwards, but this attack makes him SD if he misses.

Wario

  • D-air 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 dying.
  • Throwing his Bike: When it hits his opponents in midair, it will bounce off their head. If his opponents give up, the bike will push them downwards. If his opponents keep trying to recover, the bike will rack up over 100% damage.

Wolf

  • D-air: Thrusts his arms downwards quickly, and with long duration. Meteor Smashes with good knockback and very easy to use.
  • Wolf Flash: The very end of the attack in his lower hitbox is a Meteor Smash.

Yoshi

  • F-air: Like Mario's and Donkey Kong's, only Yoshi swings his head in an arc. Powerful downwards spike, used to finish off a grab-release chain.
  • D-air: Rapidly kicks his feet under him. Most powerful drill meteor smash, with 11 hits of 3% each.

Zelda

  • D-tilt: Zelda sticks her foot out, normally popping people up. If it hits an airborne opponent, it pops them downwards.
  • D-air: 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. Has high knockback scaling. If the move hits anywhere else, it is a weak Meteor Smash. Can only sweetspot against aerial or shielding opponents.

Zero Suit Samus

  • D-air: A Stall-Then-Fall aerial. A weak Meteor Smash that nails down during the entire fall. Hard to use without dying.
  • 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 spiked.
  • Plasma Wire: This move shoots upwards, pulling anyone above Zero Suit Samus down on the last hit.

See also

  • Spike – an attack that send people downwards yet cannot be canceled.
  • Semi spike – a move that hits the opponent at a very low angle, minimizing recovery opportunities.
  • Footstool Jump – 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.