Samus (SSBU)/Up smash
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Overview[edit]
Samus shoots 5 consecutive blasts above herself. The move's high hitboxes give it trouble catching smaller characters on the ground.
Update History[edit]
- Up smash's hits connect more reliably.
- Up smash's autolink angle knockback has been reduced, no longer launching opponents at an unusually high speed if the move fails to connect.
- Up smash's last hit has more knockback scaling (150 → 162), noticeably improving its KO potential.
Hitboxes[edit]
ID | Part | Rehit rate | Damage | SD | Angle | Angle type | BK | KS | FKV | Set weight | Radius | Bone | Offset | H× | SDI× | T% | Clang | Rebound | Effect | Type | G | A | Sound | Direct | Hit bits | Hit part | Blockable | Reflectable | Absorbable | Flinchless | No GFX | Heedless | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 3.0% | 0 | Forward | 60 | 30 | 0 | 4.5 | armr | -3.5 | 0.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 3.0% | 0 | Forward | 0 | 30 | 0 | 5.0 | armr | 6.5 | 0.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 3.0% | 0 | Forward | 0 | 30 | 0 | 5.0 | armr | 6.5 | 0.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
The ID 1 and 2 hitboxes use a position vector with offsets [4, 22] for 4 frames. | |||||||||||||||||||||||||||||||||||||||||||||||||
Hit 2 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 3.0% | 0 | Forward | 30 | 30 | 0 | 4.5 | armr | -3.5 | 0.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 3.0% | 0 | Forward | 0 | 30 | 0 | 5.0 | armr | 6.5 | 0.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 3.0% | 0 | Forward | 30 | 30 | 0 | 5.0 | armr | 6.5 | 0.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
The ID 1 hitbox uses a position vector with offsets [-1, 23] for 10 frames. | |||||||||||||||||||||||||||||||||||||||||||||||||
Hit 3 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 3.0% | 0 | Forward | 40 | 30 | 0 | 4.5 | armr | -3.5 | 0.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 3.0% | 0 | Forward | 0 | 30 | 0 | 5.0 | armr | 6.5 | 0.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 3.0% | 0 | Forward | 30 | 30 | 0 | 5.0 | armr | 6.5 | 0.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
The ID 1 hitbox uses a position vector with offsets [-6, 22] for 10 frames. | |||||||||||||||||||||||||||||||||||||||||||||||||
Hit 4 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 3.0% | 0 | Forward | 30 | 30 | 0 | 4.5 | armr | -3.5 | 0.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 3.0% | 0 | Forward | 0 | 30 | 0 | 5.0 | armr | 6.5 | 0.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 3.0% | 0 | Forward | 30 | 30 | 0 | 5.0 | armr | 6.5 | 0.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
The ID 1 hitbox uses a position vector with offsets [-10, 20] for 10 frames. | |||||||||||||||||||||||||||||||||||||||||||||||||
Hit 5 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 6.0% | 0 | Forward | 50 | 162 | 0 | 4.5 | armr | -3.5 | 0.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 6.0% | 0 | Forward | 50 | 162 | 0 | 6.5 | armr | 7.8 | -0.5 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All |
Timing[edit]
Charges between | 6-7 |
---|---|
Hit 1 | 11-12 |
Hit 2 | 15-16 |
Hit 3 | 19-20 |
Hit 4 | 23-24 |
Hit 5 | 27-28 |
Interruptible | 57 |
Animation length | 66 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
|