I'm sure this probably was mentioned somewhere else by now, but I couldn't locate it in any of the major threads.
If you hit someone with the meteor smash hitbox of down air while they're still trapped in its hitstun, rather then being hit into the stage, it seems like the knockback of the move conflicts with the diagonal knockback of the Arcthunder and causes them to instead fly at an almost completely horizontal angle that can result in KOs earlier then some more common follow-ups, and even if doesn't KO, it forces most characters to recover low, which can make some of them easy targets for a meteor smash.
However, once they hit a certain percent, the meteor smash will start completely overriding the knockback of Arcthunder and will bounce them off the ground like you'd expect. Fortunately, that's generally also the percent where the follow-ups like back air or smashes will get a KO.
Not sure how helpful it is when you've got the easy option of down throw to up air now, but it seemed like an interesting alternative.
If you hit someone with the meteor smash hitbox of down air while they're still trapped in its hitstun, rather then being hit into the stage, it seems like the knockback of the move conflicts with the diagonal knockback of the Arcthunder and causes them to instead fly at an almost completely horizontal angle that can result in KOs earlier then some more common follow-ups, and even if doesn't KO, it forces most characters to recover low, which can make some of them easy targets for a meteor smash.
However, once they hit a certain percent, the meteor smash will start completely overriding the knockback of Arcthunder and will bounce them off the ground like you'd expect. Fortunately, that's generally also the percent where the follow-ups like back air or smashes will get a KO.
Not sure how helpful it is when you've got the easy option of down throw to up air now, but it seemed like an interesting alternative.
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