Samus (SSBM)/Down smash: Difference between revisions
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{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
Samus does sweeping kicks either side of her. With low startup, very high base knockback, and a launch angle that sends opponents behind Samus, this is one of the best moves in the game to use following a successful [[Crouch Cancel]] or wavedash back, where opponents holding forward will be launched at a low angle, frequently offstage. It can also combo into her aerials against fastfallers, and can be confirmed into from up-tilt or down air at low percents. Altogether one of the most feared smash attacks in Melee and an excellent defensive option. | Samus does sweeping kicks either side of her. With low startup, very high base knockback, and a launch angle that sends opponents behind Samus, this is one of the best moves in the game to use following a successful [[Crouch Cancel]] or wavedash back, where opponents holding forward will be launched at a low angle, frequently offstage. It can also combo into her aerials against fastfallers, and can be confirmed into from up-tilt or down air at low percents. At high percents, it has notably lacking KO potential with correct DI, as the knockback scaling is fairly low. Altogether one of the most feared smash attacks in Melee and an excellent defensive option. | ||
==Hitboxes== | ==Hitboxes== | ||
{{MeleeHitboxTableHeader}} | {{MeleeHitboxTableHeader}} |
Latest revision as of 10:51, January 12, 2022
Overview[edit]
Samus does sweeping kicks either side of her. With low startup, very high base knockback, and a launch angle that sends opponents behind Samus, this is one of the best moves in the game to use following a successful Crouch Cancel or wavedash back, where opponents holding forward will be launched at a low angle, frequently offstage. It can also combo into her aerials against fastfallers, and can be confirmed into from up-tilt or down air at low percents. At high percents, it has notably lacking KO potential with correct DI, as the knockback scaling is fairly low. Altogether one of the most feared smash attacks in Melee and an excellent defensive option.
Hitboxes[edit]
Timing[edit]
Charges between | 3-4 |
---|---|
Hit 1 | 6-8 |
Hit 2 | 14-16 |
Interruptible | 45 |
Animation length | 48 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
|