This is something only a few characters have, but it's pretty useful and I don't think tactically appreciated by many people. Certain aerials in this game generate hitboxes during their landing animation. In all cases, these hitboxes come out on frame 1 of the landing animation. This is very useful for very obvious reasons, but I don't believe which aerials have this property has ever been documented nor has this ever really been discussed.
To be clear about the mechanics of landing animations, if you land during the execution of an aerial one of two things happen. Either you get an autocancel (almost every aerial has this before the hitboxes come out, and many have it very late in execution after all hitboxes are gone) and you have a normal landing animation (same animation as if you landed while not doing an aerial), or you land sometime in the middle and you have your aerial landing lag animation for that aerial. This landing animation has a fixed duration no matter when in the aerial it is initiated; if the aerial has 10 frames of landing lag, landing the frame the hitbox comes out or landing 5 frames later won't change that from the moment you hit the ground you have 10 frames of landing lag. Some of these landing animations have hitboxes though, and that's what this topic is about.
Here is a list of all of them on standard playable characters, courtesy of PSA:
Mario dair (2% damage, fixed knockback)
Bowser dair (2% damage, weak knockback)
Toon Link dair (5% damage decent knockback... also has a large "windbox" surrounding it)
Zero Suit Samus dair (5% damage, decent knockback)
Kirby dair (2% damage, fixed knockback)
Pikachu bair (4% damage, decent knockback)
Pikachu dair (4% damage, decent knockback)
Mr. Game & Watch bair (3% damage, decent knockback: more than bair in general has)
Mr. Game & Watch dair (6% damage, decent knockback)
Most of these are multi-hit moves so if you are thinking of using these multi-hit moves into shields, I suggest making extensive use of these landing hitboxes by varying when you land during the aerials. The plunging down aerials don't make as good of use of this property, but at least Mr. Game & Watch is able to slowfall his key and kinda get a little mix-up on the landing hitbox that way. For Zero Suit Samus and Toon Link, well, the landing hitbox makes your dairs slightly less unsafe (though still very unsafe) so at least you get something, right? Maybe there's an innovative use of their landing hitboxes I'm not seeing...
Some special moves generate landing hitboxes (off the top of my head Falcon Kick and Wizard's Foot do, and they may even be the only notable case), but documenting that would be fairly difficult due to the myriad ways special moves are handled by the game.
Anyway, that's all I have. Hopefully this will prove useful to someone.
To be clear about the mechanics of landing animations, if you land during the execution of an aerial one of two things happen. Either you get an autocancel (almost every aerial has this before the hitboxes come out, and many have it very late in execution after all hitboxes are gone) and you have a normal landing animation (same animation as if you landed while not doing an aerial), or you land sometime in the middle and you have your aerial landing lag animation for that aerial. This landing animation has a fixed duration no matter when in the aerial it is initiated; if the aerial has 10 frames of landing lag, landing the frame the hitbox comes out or landing 5 frames later won't change that from the moment you hit the ground you have 10 frames of landing lag. Some of these landing animations have hitboxes though, and that's what this topic is about.
Here is a list of all of them on standard playable characters, courtesy of PSA:
Mario dair (2% damage, fixed knockback)
Bowser dair (2% damage, weak knockback)
Toon Link dair (5% damage decent knockback... also has a large "windbox" surrounding it)
Zero Suit Samus dair (5% damage, decent knockback)
Kirby dair (2% damage, fixed knockback)
Pikachu bair (4% damage, decent knockback)
Pikachu dair (4% damage, decent knockback)
Mr. Game & Watch bair (3% damage, decent knockback: more than bair in general has)
Mr. Game & Watch dair (6% damage, decent knockback)
Most of these are multi-hit moves so if you are thinking of using these multi-hit moves into shields, I suggest making extensive use of these landing hitboxes by varying when you land during the aerials. The plunging down aerials don't make as good of use of this property, but at least Mr. Game & Watch is able to slowfall his key and kinda get a little mix-up on the landing hitbox that way. For Zero Suit Samus and Toon Link, well, the landing hitbox makes your dairs slightly less unsafe (though still very unsafe) so at least you get something, right? Maybe there's an innovative use of their landing hitboxes I'm not seeing...
Some special moves generate landing hitboxes (off the top of my head Falcon Kick and Wizard's Foot do, and they may even be the only notable case), but documenting that would be fairly difficult due to the myriad ways special moves are handled by the game.
Anyway, that's all I have. Hopefully this will prove useful to someone.