Meteor Smash



A Meteor Smash is an attack in in the Super Smash Bros. series and Super Smash Flash series that sends an aerial enemy straight down and a grounded enemy straight up. It can be meteor canceled easily in most cases. If it can not be canceled, then it is a spike which sends the opponent downwards until the hitstun wears off.

In Super Smash Flash
It was very difficult to perform a Meteor Smash in Super Smash Flash as the physics were very different to official Super Smash Bros. games. With good timing, most of the down and down aerial attacks could be performed as a meteor smash but very rarely.

In Super Smash Flash 2
The physics of Super Smash Flash 2 were changed to make them similar to the Super Smash Bros. games. Meteor Smashes are easy to perform on this game but sill require good timing to perform it correctly. Prior the release of the latest demos, some characters had attacks with Meteor Smash properties, particularly their fair or dair; however, some of these were removed to make the game work correctly and not to overuse a character. Some of these meteor smashes send an opponent diagonally downward instead of straight down, but they can still be canceled. The information on this page is subject to change (and still needs to be updated), and some information may be outdated. Examples of Meteor Smashes ( not including Spikes and Semi-Spikes) include:


 * Down Aerial: Ness stomps downwards in the air, sending opponents downward with good power. This move has high base knockback and above average knockback scaling, being able to reliably KO grounded opponents at 155%.
 * PK Thunder: Ness launches the PK Thunder, and if the projectile hits the opponent's head while it is traveling straight downwards, the enemy will be sent weakly downwards.
 * PK Fire: Ness throws forwards a bolt of fire from his hand that bursts into a pillar of flames when it comes in contact with an enemy. The enemy will be caught in the flames, taking several hits of damage. In the air, Ness throws the bolt downwards at an angle. If the move hits an aerial opponent, after the small pillar of fire diminishes, the opponent will fall quickly.


 * Down Tilt: Peach sticks her arm out in front of her on the ground. Aerial opponents will be meteor smashed powerfully. This move covers a good amount of Peach's body and extends beyond her hand, giving it deceptively long range.


 * Super Sonic's Forward Aerial: Super Sonic flips and does an wide vertical split kick in an arc. When opponents touch the arc of his leg and foot, they are very strongly meteor smashed with high knockback and a distinctive "ping" noise. This move is one of the strongest meteor smashes in the game.
 * Bounce Attack: This is a stall-then-fall. Sonic curls up into a ball, rockets downwards, and hits the ground with powerful force before bouncing back up. If an opponent comes into contact with Sonic during this move, he or she will be powerfully meteor smashed. This move is dangerous to use off-stage as Sonic will not stop until he hits the ground or an opponent, so one must be careful not to miss with it away from the stage. However, Sonic can grab ledges during the move.
 * Super Sonic's Down Aerial: Super Sonic does a stall-then-fall kick diagonally. Anyone that get struck by him while he is donig the kick will be powerfully meteor smashed.


 * Down Aerial: Tails whips his tails diagonally downwards below him, sending opponents diagonally downward. This move has high base knockback, but its very low knockback scaling makes it ineffective at higher percentages.


 * Down Aerial: This move is a stall-then-fall. Wario stalls, flips in the air, and shoots downwards, bottom-first, similar to the Yoshi Bomb, powerfully meteor smashing anyone below him. If the move connects within the first few frames, Wario does not bounce off the opponent. If it connects afterwards, Wario bounces off the opponent. This move is dangerous to use offstage because Wario will not stop falling if he does not hit any opponents. Wario can escape the move's animation and recover after the move hits a player. One must be careful to use this move offstage as a miss will result in a self-destruct. This move, however, is not as dangerous as Sonic's bounce attack since Wario's speed of falling is very slow.
 * Wario-Man's Down Aerial: Wario Man does a quick flip with his head extended, creating an arc. If the opponent hits this arc, he or she is meteor smashed at a diagonally downwards trajectory with good knockback. However, the move must be timed properly to work.
 * Wario-Man's Wario Waft: When Wario-Man uses this move on an aerial opponent, he or she is powerfully meteor smashed.


 * Down Aerial: Yoshi kicks rapidly below him for 8 hits. Each of his kicks will meteor smash. Like Kirby, it is a drill meteor smash, and as a result, he can drag an opponent down with him.
 * Forward Aerial: Yoshi sticks his head back and swings it downwards in an arc in front of him. Whoever touches his head will be meteor smashed.


 * Down Aerial: Zelda's famous lightning kick. Zelda kicks downwards once, stomping the opponent. If it connects upon the first frame of execution, the opponent rockets downwards. If it connects after the first frame, it is very weak.
 * Down Tilt: Zelda sticks out her leg, popping grounded opponents up. Aerial opponents hit by this attack will be sent weakly downwards.

Meteor Smash Chart
This chart contains data from the current version of Super Smash Flash 2. It is worth noting that some of the meteor smashes listed below change in knockback scaling in a certain area while remaining constant everywhere else.

Meteor Smash Chart (demo v0.7)
This chart shows almost every meteor smash (except the unimportant and difficult ones) in v0.7 of SSF2, making it outdated. The values show base knockback, knockback at 100%, 200%, and 300%, and knockback scaling. These values are produced on Mario. The unit is in pps.

To find the base knockback, you must hit an opponent with one attack, exit the match, and look at the results screen to find the knockback value (the player's pitch or opponent's speed). Do this for the other damage percents. To find the knockback scaling, take the knockback increase between the numbers, divide by 100, and round to the nearest hundredth if it is necessary.

Base Knockback is the knockback at 0%, and knockback scaling is the the amount that the knockback increases per 1%.

Set knockback is an amount of knockback that does not change under any circumstances. In other words, a move with set knockback has a knockback scaling value of 0.00. Lloyd's Tiger Blade is a good example of this.