Meteor

Meteor is 's down special move in Super Smash Flash 2.

Overview
When performed, Black Mage closes his eyes and summons a meteor from the ground (or out of thin air, if used in the air) which can be charged. When the special button is let go, or after a certain amount of time, the meteor will crash diagonally to the ground, attacking any opponents in range with a large explosion that deals between 4% to 16% damage depending on the charge. The attack has drastically increased knockback if the opponent is hit by the just explosion rather than the meteor itself. While the damage is not very high, the meteor has high priority, going through most attacks. This makes it a hard move to challenge and very useful for edgeguarding, especially against characters with linear recoveries.

On the ground, it rises and grows in size the longer the charge. In the air it only grows as it follows Black Mage's path; it also slightly slows his falling speed. When transitioning from the air to the ground the charge will reset.

If Black Mage flinches while still using the move, the move can fail and the meteor will keep rising upwards until it exists the stage boundaries.

Origin
Meteor is a recurring spell in the FINAL FANTASY series that first appeared in FINAL FANTASY III as one of the strongest Black Magic spells, which summons a barrage of meteorites from the skies to attack enemies. One of the jobs that could learn it was the Magus, an upgrade to the Black Mage.

The fact the move can be charged may be a reference to FINAL FANTASY IV, where the spell took several turns to cast.

Trivia

 * In previous demos, the meteor summoned could damage opponents while still being charged. As of Beta, it now only deals damage after being launched.
 * Similarly, the angle the meteor is sent could originally be altered by pressing left or right before releasing the attack. This function was removed in Beta.