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[[Image:Marth_dair.jpg|thumb|Marth's down aerial.]]
 
[[Image:Marth_dair.jpg|thumb|Marth's down aerial.]]
   
The '''down aerial''' (abbreviated as "dair", "DAir", "d-air" or "ADA") is an [[aerial attack]] that is performed in midair by pressing the [[A Button]], and tilting the control stick downwards. Its official term varies between titles, where it is known as a "Down Midair Attack" in ''[[Super Smash Bros. Melee]]'', and a "Down Air Attack" in ''[[Super Smash Bros. Brawl|Brawl]]''.
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The '''down aerial''' (abbreviated as "dair", "DAir", "d-air" or "ADA") is an [[aerial attack]] that is performed in midair by pressing the [[A Button]], and tilting the control stick downwards. Its official term varies between titles, where it is known as a "Down Midair Attack" in ''[[Super Smash Bros. Melee]]'', and a "Down Air Attack" in ''[[Super Smash Bros. Brawl|Brawl]]''. Many of these moves are [[Meteor smashes]].
   
 
===Characters' Dairs===
 
===Characters' Dairs===

Revision as of 01:21, November 28, 2009

Lucario dair

Lucario's down aerial, which negates momentum.

Marth dair

Marth's down aerial.

The down aerial (abbreviated as "dair", "DAir", "d-air" or "ADA") is an aerial attack that is performed in midair by pressing the A Button, and tilting the control stick downwards. Its official term varies between titles, where it is known as a "Down Midair Attack" in Super Smash Bros. Melee, and a "Down Air Attack" in Brawl. Many of these moves are Meteor smashes.

Characters' Dairs

  • Mario: The famous Mario Tornado, replaced by the F.L.U.D.D. as a down special, is now his dair.
  • Luigi: Spins rapidly in place. Multiple, effect-varying hitboxes surrounding, butt, feet, arms, and torso. If butt connects and sweetspots, it becomes a strong spike.
  • Peach: Thrusts legs rapidly below herself at a slight angle. Good for starting combos.
  • Bowser: Flips upside-down and rotates around inside his shell. Racks a lot of damage, and has an additional hit upon landing, which helps to keep opponents from taking advantage of the large landing lag.
  • Donkey Kong: Thrusts leg below him to always meteor smash very powerfully while performing a strong-man pose in midair.
  • Diddy Kong: Clasps one hand over the other and spikes always.
  • Yoshi: The greatest damage racking aerial in the game. Flutter kicks super fast below him. Deals 33% and spikes after last hit.
  • Wario: Flips upside down and rotates once or twice. Interestingly enough, when the move connects, he makes contact 7 times. Great damage racker.
  • Link: Kneels above his sword with it upside down. Extremely powerful, incredibly long duration, and no startup lag. There is noticeable ending lag though, when he lands on the ground and has to yank it out. Also, if he hits an opponent, Link will hop up in the air (unless Link is fastfalling).
  • Zelda: Thrusts leg once below her vertically. Spikes if sweetspotted. If sweetspotted, electric sound, pause, then foe down-rockets. Weak spike if not sweetspotted.
  • Sheik: A Stall-Then-Fall. Sheik bends her body behind her center of gravity and leans leg out below her. Minimal knockback, and is dangerous, but it is very slow.
  • Ganondorf: Jams legs underneath him. Multiple hitboxes, having weaker base knockback in the feet than in his head but by far the highest knockback scale in the game and always meteor smashes if it connects. Called "Thunderstomp" as it's the most powerful Meteor Smash in the game at 38% or higher and the 3rd strongest at 0% with OHKO potential - in fact, if it hits a grounded opponent, they can bounce off the ground and be Star KO'd at percents as low as 80% against light characters. Has an electric effect.
  • Toon Link: An incredible priority Stall-Then-Fall. Similar to Link's, although rockets downwards without stopping and can spike near beginning few frames. Dangerous to use when not above ground, but if you have more lives than foe, risk one to spike them as they recover. Like Link's, it bounces off the opponent; after the bounce, it works like a normal aerial attack.
  • Samus: Flips 90 degrees forward and faces the screen while swinging arm cannon in a 180 degree arc below her. Sometimes a meteor smash, but quite slow.
  • Zero Suit Samus: A Stall-Then-Fall. Turns body in a linear form, then propels downward. If foe is hit in the air, they are carried down until they are knocked away once in contact with ground. Might make food for thought about "Zerocide" if it is used on a foe in the air and is carried downwards until both ZSS and foe KO.
  • Pit: Swings both halves of bow downwards. Strangely, this move incurs upwards knockback most of the time.
  • Ice Climbers: A half Stall-Then-Fall. Both position hammers below themselves and fall downwards a very slight distance. Knockback is upwards and a bit diagonal.
  • R.O.B.: Pauses momentarily, then blasts boosters powerfully downwards. Will spike if hits. Can be used to stop vertical momentum, but is hard to use correctly, and will propel a bit upwards if incorrectly used.
Spike

Some down aerial attacks spike the opponent.

  • Kirby: Spins around in multiple circles. Legs produce most damage and knockback. Can meteor smash.
  • Meta Knight: Swings sword below him. Looks like Marth's dair, but will never spike. It can semi-spike though. Can be used on the ground (short-hopped) to set up a kill by edgeguarding.
  • King Dedede: Spins hammer around under him for multiple hits. Works well in the ascent of a ground jump.
  • Olimar: Arcs a Pikmin below his knees. Similar to bair and fair. If the enemy is directly below Olimar, it becomes a meteor smash, with power varying by Pikmin - purple, yellow, and red are very strong, blue is of mediocre strength, and white is weak.
  • Fox: Spins legs around, a bit diagonally, hitting multiple times. Weakest Spike in the game after last hit. Similar to Falco, Kirby, or Jigglypuff's dairs. Useful when shorthopped for combos.
  • Falco: Same as Fox's, except only one hit, not several. No lag, and moderately strong meteor smash when hit near first to near-last frames and hit in the middle to bottom hitbox of his body. Has a disjointed hitbox.
  • Wolf: Similar to Diddy Kong's. Laggier, though as a spike more often connects because has a much Wolf's much faster air speed compared to Diddy Kong.
  • Captain Falcon: Same as Ganondorf's, except quicker, and doesn't spike as powerfully near nipples. If hit near chest, slanged as nipple spike in Melee, but in Brawl it's hitbox is neither a meteor smash or spike.
  • Pikachu: Like his fair, but downwards with only one hit. High lag when landing.
  • Squirtle: Same as Mario Tornado, but is better vertically ranged because of Squirtle's long tail.
  • Ivysaur: Blasts his bulb below himself. Surprisingly, does not launch Ivysaur upwards, but stalls him in the air, like Lucario's dair. Can be a powerful spike if the foe is right beneath Ivysaur, but it's laggy and not so useful due to Ivysaur's extreme vulnerability to edge hoggs when it is off stage.
  • Charizard: Flicks tail out of hitboxes and stomps his feet down. Very strong, and Meteor Smashes. Though it Meteor Smashes straight downwards, it sends grounded opponent upwards and sideways.
  • Lucario: Blows up two bursts of aura beneath its foot. Stalls all frames of vertical momentum and can be used to delay it. Very powerful move in general and can be used in multiple ways because of immobility.
  • Jigglypuff: Spins around. Identical to Kirby's. Absolutely no knockback unless at %s above 200.
  • Marth: Swings sword beneath his legs. Can spike if hit at any part of the tip, but has some poor landing lag in Brawl.
  • Ike: Faces screen while swinging sword down. If hits during initial frames, it spikes. Not so easy to spike because it has poor horizontal range. One of Ike's four spikes.
  • Ness: Jams foot down. Very laggy, but is an extremely powerful meteor smash. Sends horizontally if connects in later frames conect.
  • Lucas: Four quick downward kicks. Can rack up to 20% damage, each kick doing exactly 5%. A medium power spike served with last kick. Easy strategy by using on vincible edgeholding foe. Simple spike use out of immediate initial jump ascent.
  • Mr. Game & Watch: A Stall-Then-Fall (Donkey Kong Jr.) Grabs a key and plunges downwards. Upwards knockback; similar in most ways to Ice Climbers' stall then fall. Can be aimed slightly to the side and can be canceled in the middle with Fire. Can also perform the Stall-Then-Fall Glitch along with Toon Link. Is a spike if the enemy is directly under him and during initial frames, and if you tap down on the d-pad after executed, the move will slow. Much less risky Stall-Then-Fall than other ones.
  • Snake: Launches four subsequent kicks below himself. Similar to Lucas', but more damage, knockback, and doesn't spike. Can be used very well in a short hop for a medium-high percent kill on a grounded opponent. Similar to his neutral aerial, this can do up to 28% damage having the last stomp higher knockback than his neutral aerial and last hit being able to connect in a short hop at the expense of being harder to trap with.
  • Sonic: A Stall-Then-Fall. Lasts a long duration, but has high landing lag. This attack is actually similar to his Spring Jump in that they both cover about the same height (the only difference, of course, is the direction they go)

Notable characters' down aerials

Ganondorf's down aerial in Brawl can be auto canceled in short hops and KO below 100% who connects on the ground while in an aerial opponent making it a great approach move and as a spike it always spikes if connects with enough power to OHKO an opponent in most cases.

  • Marth's down aerial, possibly the most feared with its speed and range in Melee and Brawl.

Notes

  • According to the SSBB Prima Official Game Guide, Wolf's Down Aerial Attack is a "Dair" spike, and is indeed similar to Falco's "Dair" spike.
  • Ganondorf's down aerial in Brawl can be auto canceled in short hops and KO below 100% who connects on the ground while in an aerial opponent making it a great approach move and as a spike it always spikes if connects with enough power to OHKO an opponent in most cases.
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