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.
Mario
Fair: 14%. Spikes when he swings his fist down. Rather slow.
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.
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.
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.
Yoshi
Fair: 14%. Spikes at the edge of the arc.
If you land the first two hits of Bair, you'll slightly meteor them.
Kirby
Dair: Final hit spikes for 2%. A weak meteor.
Final Cutter: Second hit does 2%. A setup into the final hit.
Fox
There's no space rocks here. That includes meteors.
Pikachu
Thunder: The cloud spikes for 9%. That follows up to other potential hits.
Luigi
Dair: 10%. I believe the spike activates at Luigi's feet as the attack begins.
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!
Ness
Dair: 12%. Spikes in the middle of the PSI energy. Awkward to land.
Jigglypuff
This Pokémon cannot learn any Meteor-type moves.
Peach
Dtilt does that "only grounded opponents" thing. 7%.
Bowser
Dair: 16%. Spikes at the startup as Bowser starts falling.
Dr. Mario
Plumbers can meteor. Doctors cannot.
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.
Sheik
Dair: 8%. Spikes right on startup, but you will not live to tell the tale if you're going for a meteor kill.
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.
Falco
Dair: 13%. Spikes on his feet.
Falco Phantasm: 6%. Aerial only. Just hit, no sweetspotting required.
Mewtwo
Dair: 15%. The sweetspot is the pulse of dark energy.
Marth
Dair: 14%. Centre of the arc, tipper the hit.
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.
Wario
Money can't buy you meteors.
Diddy Kong
Dair: 13% sweet, 10% sour. Nail your foe with your fists as you slam them down.
Toon Link
Dair: 16%. You've got a bit more leeway then normal when using this, for a stall 'n fall.
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.
King Dedede
Dair: 15%. Whack 'em with that mallet!
Super Dedede Jump: The desent is the spiking section of the move. 15%.
Meta Knight
If you only land the first two hits, you'll get a spike.
Charizard
Dair: 14%. Stomp time!
Lucario
Having aura powers means you can't meteor smash stuff, it seems.
is holding a placeholder slot.
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.
Pit
Dair: 10%, tipper required.
R.O.B
Dair: 11%. The meteor kicks in admist the fire.
Olimar
Dair: Spikes when the Pikmin comes out.
Red: 10%
Yellow: 9%
Blue: 9%
Purple: 12%
White: 7%
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
Dair: 7%. Right in the centre of the ring.
Bowser Jr.
The hits of Dair are weak meteors. These only exist to make the move link better. Knockback is set.
Greninja
Dair: 8%. Standard stall 'n fall timing. If you hit, you can bounce back to safety.
Robin
Dair: 10%. Hit 'em when the Levin Sword comes out!
Elwind: The first hit meteors for a moment. 7%.
Lucina
Dair: 13%. She claims she doesn't have tippers, but you gotta tipper this move for the spike.
Palutena
Dair: 9%. Stomp!
Dark Pit
Dair: 10%. Gotta land that tipper! It's the same as Pit.
Villager
Dair: 13%. Triple turnips needed to spike. They need to be fresh out too.
Mega Man
Dair: 12%. Oddly, it's the late hit that meteors.
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.
Little Mac
Dair: 4%. WHY are you in the air again? Small and awkward.
Pac-Man
He's the oldest character here, and he can't spike.
Mii Swordfighter
Dair's linking hitboxes are weak meteors. 1% each.
Up B1: The falling hit spikes. 3%.
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.
Mii Gunner
Dair: 15%. Get them in the explosion!
Shulk
Dair: 11%. When the beam comes out, the meteor lands.
Duck Hunt (Duo)
Dair: 10%. The duck did it!