Sonic (SSBU)/Up smash: Difference between revisions
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(→Update history: This change is why the move is faster, no need to mention the technicalities) |
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*{{buff|Up smash grants more intangibility frames (frames 18-20 → 14-18).}} | *{{buff|Up smash grants more intangibility frames (frames 18-20 → 14-18).}} | ||
*{{buff|Up smash connects more reliably.}} | *{{buff|Up smash connects more reliably.}} | ||
*{{change|Jostle is enabled on frame 6.}} | *{{change|Jostle is enabled on frame 6.}} | ||
*{{buff|The first hitbox has a tweaked angle (95 → 110), and increased knockback (FKB 70 → 120).}} | *{{buff|The first hitbox has a tweaked angle (95 → 110), and increased knockback (FKB 70 → 120).}} |
Revision as of 14:52, October 14, 2020
Overview
A jumping Spin Dash. It hits multiple times, with its last hit having extremely high knockback growth, but its last hit also has average base knockback, which makes it better suited for KO attempts later instead of earlier.
Update history
- Up smash's meteor smashing hitboxes have received a -100% trip chance, preventing them from tripping opponents on platforms and causing the last hit to miss due to the trip's intangibility.
- Up smash has less startup (frame 18 → 14) with its total duration reduced (FAF 66 → 62).
- Up smash grants more intangibility frames (frames 18-20 → 14-18).
- Up smash connects more reliably.
- Jostle is enabled on frame 6.
- The first hitbox has a tweaked angle (95 → 110), and increased knockback (FKB 70 → 120).
Hitboxes
Timing
Charges between | 8-9 |
---|---|
Hit 1 | 14 |
Hits 2-7 | 17, 19, 21, 23, 25, 27 |
Hit 8 | 29-30 |
Interruptible | 62 |
Animation length | 78 |
Lag time |
Hitbox |
Vulnerable |
Intangible |
Interruptible |
|