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Meteor Smash Guide

Hello, this is Darrman, providing you with a meteor smash guide for Smash 4. First things first, you would want to know what a meteor smash is. A meteor smash, also commonly erroneously called a spike (that's a Melee thing), is an attack that sends an enemy flying down, down, down into the abyss. These are very effective edgeguarding moves, as death is near certain at mid percents up when you're meteored.
Quick FYI: This doesn't cover custom moves. Anyways, let's go.
:4mario: Mario
Fair: 14%. Spikes when he swings his fist down. Rather slow.
:4dk: Donkey Kong
Fair: 15%. Spikes in the middle of the arc.
Dair: 16%. Spikes when he stomps his foot down.
Headbutt: 10%. Only works in midair. Spikes on the bottom of his head. It's horribly weak, why bother?
Hand Slap: 11% if both hits connect. Only works in midair. Second hit meteors. Honestly, it's quite hard to land.
:4link: Link
Dair: 15%. Spikes at the start of the move.
Dtilt: 12%. I think you need to hit your foe with the bottom of the sword.
:4samus: Samus
Dair: 14%. Spikes at the middle of her arm's arc.
Apparently, Dtilt spikes when the opponent is grounded. Does 13%, good for comboing.
:4yoshi: Yoshi
Fair: 14%. Spikes at the edge of the arc.
If you land the first two hits of Bair, you'll slightly meteor them.
:4kirby: Kirby
Dair: Final hit spikes for 2%. A weak meteor.
Final Cutter: Second hit does 2%. A setup into the final hit.
:4fox: Fox
There's no space rocks here. That includes meteors.
:4pikachu: Pikachu
Thunder: The cloud spikes for 9%. That follows up to other potential hits.
:4luigi: Luigi
Dair: 10%. I believe the spike activates at Luigi's feet as the attack begins.
Dtaunt: Oh well-*BAT!* 2%.
:4falcon: Captain Falcon
Dair: 14%. Meteors when Falcon stamps his feet down.
Utilt: 11%. Heel your foe!
Raptor Boost: 8%. You'll spike when you fly above your opponent!
:4ness: Ness
Dair: 12%. Spikes in the middle of the PSI energy. Awkward to land.
:4jigglypuff: Jigglypuff
This Pokémon cannot learn any Meteor-type moves.
:4peach: Peach
Dtilt does that "only grounded opponents" thing. 7%.
:4bowser: Bowser
Dair: 16%. Spikes at the startup as Bowser starts falling.
:4drmario: Dr. Mario
Plumbers can meteor. Doctors cannot.
:4zelda: Zelda
Dair: 16% sweet, 5% sour. Both meteor. To land the sweetspot, hit your foe with Zelda's foot as she stomps down. Hit anywhere else for the sour.
:4sheik: Sheik
Dair: 8%. Spikes right on startup, but you will not live to tell the tale if you're going for a meteor kill.
:4ganondorf: Ganondorf
Dair: 19%. The Thunderstomp hurts! Fun fact: it kills at 125%. On stage! Just stomp the foe and watch then go flying.
Flame Choke: Grounded it does 12%. Just grab the foe, and they'll take set meteor knockback. Free Dtilt! In the air, you'll do 15% on impact on the ground. In the air, you'll die, taking your foe with you! I believe Ganoncides are unescapable.
Wizard's Foot: 15%. Aerial only. Meteors at the start of the move.
:4falco: Falco
Dair: 13%. Spikes on his feet.
Falco Phantasm: 6%. Aerial only. Just hit, no sweetspotting required.
:4mewtwo: Mewtwo
Dair: 15%. The sweetspot is the pulse of dark energy.
:4marth: Marth
Dair: 14%. Centre of the arc, tipper the hit.
:4feroy: Roy
Dair: 15%. The base of the sword is the sweetspot.
:4gaw: Mr. Game and Watch
Dair: 11%. G&W goes flying down with a key. As usual with these kind of moves, the meteor is at the start of the move.
:4wario: Wario
Money can't buy you meteors.
:4diddy: Diddy Kong
Dair: 13% sweet, 10% sour. Nail your foe with your fists as you slam them down.
:4tlink: Toon Link
Dair: 16%. You've got a bit more leeway then normal when using this, for a stall 'n fall.
:4zss: Zero Suit Samus
Dair: 6%. Stall 'n fall, treat it as any other. (Start of the move.) The landing hit does 5% and sometimes combos into this.
Flip Jump: 8% on stomp, 14% on kick.
:4dedede: King Dedede
Dair: 15%. Whack 'em with that mallet!
Super Dedede Jump: The desent is the spiking section of the move. 15%.
:4metaknight: Meta Knight
If you only land the first two hits of Fair, you'll get a spike. Not anymore, you don't!
:4charizard: Charizard
Dair: 14%. Stomp time!
:4lucario: Lucario
Having aura powers means you can't meteor smash stuff, it seems.
:4lucas: Lucas
Dair: 5%. The final hit spikes, and the centre of the PSI energy is the sweetspot. 15% total damage.
Bair: 12%. Aim for the middle of the PSI arc.
:4myfriends: Ike
Dair: 15%. You need to land a tipper for the spike.
Aether: It spikes somewhere in it. I believe it's the downwards hit leading back to the ground.
:4pit: Pit
Dair: 10%, tipper required.
:4rob: R.O.B
Dair: 11%. The meteor kicks in admist the fire.
:4olimar: Olimar
Dair: Spikes when the Pikmin comes out.
Red: 10%
Yellow: 9%
Blue: 9%
Purple: 12%
White: 7%
:4sonic: Sonic
Dair: 8%. A very awkward meteor. The startup isn't the smashing point. I think it's around a jump's height, but I don't know for sure.
:rosalina: Rosalina
Dair: 7%. Right in the centre of the ring.
:4bowserjr: Bowser Jr.
The hits of Dair are weak meteors. These only exist to make the move link better. Knockback is set.
:4greninja: Greninja
Dair: 8%. Standard stall 'n fall timing. If you hit, you can bounce back to safety.
:4robinm: Robin
Dair: 10%. Hit 'em when the Levin Sword comes out!
Elwind: The first hit meteors for a moment. 7%.
:4lucina: Lucina
Dair: 13%. She claims she doesn't have tippers, but you gotta tipper this move for the spike.
:4palutena: Palutena
Dair: 9%. Stomp!
:4darkpit: Dark Pit
Dair: 10%. Gotta land that tipper! It's the same as Pit.
:4villager: Villager
Dair: 13%. Triple turnips needed to spike. They need to be fresh out too.
:4megaman: Mega Man
Dair: 12%. Oddly, it's the late hit that meteors.
:4wiifit: Wii Fit Trainer
Dair: 14%. It's a stomp! So stomp your foe.
Fair: 10%. Use you back leg during this exercise in meteoring.
Heading: 15%. Sweetspot is just after the header.
:4littlemac: Little Mac
Dair: 4%. WHY are you in the air again? Small and awkward.
:4pacman: Pac-Man
He's the oldest character here, and he can't spike.
:4miisword: Mii Swordfighter
Dair's linking hitboxes are weak meteors. 1% each.
Up B1: The falling hit spikes. 3%.
:4miibrawl: Mii Brawler
Dair: 13%. Make them eat your fists of fury!
Up B1: Like Swordfighter, this spikes upon fall. 3%.
Down B1: 8%, upon fall.
:4miigun: Mii Gunner
Dair: 15%. Get them in the explosion!
:4shulk: Shulk
Dair: 11%. When the beam comes out, the meteor lands.
:4duckhunt: Duck Hunt (Duo)
Dair: 10%. The duck did it!
:4ryu: Ryu
Dair: 15%. A clean blow of the fist is required, and it sends opponents at a diagonally downwards angle, at 5/7 o'clock.
:4cloud: Cloud
Fair: 14%. Strike with the middle of the sword,
Dair: 15%. Land the blow with a tippered strike right as the attack comes out.
:4bayonetta:Bayonetta
Dsmash: Take a Dair. Make the user some huge demon in another dimension. The force of the stomp is so strong, it enters the Smash world to do 16% damage as it crushes Bayonetta's foe.
Dair: A more traditional spike. 8-9%. If a platform lies below, the landing hit deals 5% with substantial knockback,
:4corrin: Corrin
Alas, when at the C6 route split he took the super secret fifth path of "leave Darrman €1 short when buying the DLC" so I don't know his spikes.
Applicable Games
Smash 3DS, Smash Wii U
Author
Darrman
Views
795
First release
Last update
Rating
4.53 star(s) 17 ratings

Latest updates

  1. V1.3: Mega-bump!

    Added Cloud and Bayonetta after a long overdue wait...
  2. V. 1.2: With DLC characters!

    Added Lucas's, Roy's, and Ryu's meteor smashes, and removed a spike off Meta Knight. Try as I...
  3. V1.1: With new meteors!

    Hello, this is Darrman, providing you with a meteor smash guide for Smash 4. First things first...

Latest reviews

Since you listed Bowser Jr. and Swordfighters linking hit meteors, you might wanna list them all. you also forgot a few regular ones. They are:

Corrin - Dair - linking hits meteor, as well as the final hit.
Diddy - Side B - not a linking one, but you forgot his Side B jump option meteors in the air
Cloud - Up B - same as Ike/Kirby
Ike - Neutral B - Tip of sword when fully charged and only on grounded opponents
Greninja - Down B - Holding down for the counter will make greninja spike the opponent
Pit/D.Pit - Uair - Linking hits
Fox - Dair + Fair - Linking hits
Jigglypuff - Dair - Linking hits
Meta Knight - Bair - Second hit
Pikachu - Fair - Linking hits
Sheik- Uair - Linking yada yada
Wario - Dair - You probably can guess
Yoshi - Dair - Ya, you can guess

Other
Nice little guide. pretty thorough.
Though you forgot Luigi's down taunt.... (opponent has to be in very close to Luigi's foot as it brushes the ground)
Darrman
Darrman
"Hoo... *BAATTTTT!*" Heh. I'll add it next I play, to get percents and all. Thanks for reminding.
Awesome guide! Taught me alot, although Samus had a spike with her up-tilt. It spikes at the heal a few frames after the start of the attack.
Great guide m8! thanks!
Darrman
Darrman
Thank you!
Very informative guide! You should add Bair for Lucas, it spike very hard ;)
Darrman
Darrman
Added. Thanks!
This guide is informative. It helps me learn useful meteor smashes and those that have difficult sweetspots.
Darrman
Darrman
Thanks!
Awesome guide. Although Pac-Man has a spike if you hit someone in the air with his fire hydrant in the straight middle. Its really precise and I've only been able to pull it off a few times.
Wii Fit Trainer also has a spike on the back leg of fair, and another spike on the head hit of side-b (not entirely sure about sweetspot, might be something with the soccer ball). Link has a meteor on his dtilt, I believe on both the top and bottom edges of the sword.
Darrman
Darrman
Thanks. I heard about the Dtilt spike, but I couldn't reproduce it 'til now, so I didn't have it. Thanks!
Good guide. Captain Falcon's Side B spikes when you're above the opponent, and Up Tilt spikes at the heel throughout the entire move's animation.
Darrman
Darrman
Thanks for the sweetspot info. Helps a ton when testing!
Very nice guide! Captain Falcon's U-Tilt and Side B both meteor.
Darrman
Darrman
Added. Happy you liked it!
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