7,058
edits
(41 intermediate revisions by 28 users not shown) | |||
Line 1: | Line 1: | ||
{{ArticleIcons|series=y}} | {{ArticleIcons|series=y}} | ||
[[File:WFT-UpSmash.gif|thumb|300px|[[Wii Fit Trainer]]'s up smash in ''Smash 4'', after being [[charge]]d briefly.]] | [[File:WFT-UpSmash.gif|thumb|300px|[[Wii Fit Trainer]]'s up smash in ''Smash 4'', after being [[charge]]d briefly.]] | ||
An '''up smash''' (abbreviated '''u-smash''') ({{ja|上スマッシュ攻撃|Ue sumasshu kōgeki}}, ''Up/upper/above smash attack'') is a [[smash attack]] performed by any character by tapping the control stick upward and pressing | An '''up smash''' (abbreviated '''u-smash''') ({{ja|上スマッシュ攻撃|Ue sumasshu kōgeki}}, ''Up/upper/above smash attack'') is a [[smash attack]] performed by any character by tapping the control stick upward and pressing the attack button, or, outside of ''[[Melee]]'s'' single player modes, by pressing up on the [[C-Stick]]. | ||
Since ''Super Smash Bros. Melee'', all smash attacks can be charged by holding down the A button for up to one second, multiplying [[damage]] and [[knockback]] by up to 1.4. In ''Ultimate'', these charges can be held for up to 3 seconds (or 180 frames), but the attack stops increasing in strength after the 1-second mark. | Since ''Super Smash Bros. Melee'', all smash attacks can be charged by holding down the A button for up to one second, multiplying [[damage]] and [[knockback]] by up to 1.4. In ''Ultimate'', with some exceptions, these charges can be held for up to 3 seconds (or 180 frames), but the attack stops increasing in strength after the 1-second mark. | ||
Up smashes generally follow several trends: they usually send opponents vertically upwards, which give them consistent KO potential on most neutral stages (such as [[Battlefield]]). They also tend to cover directly above the user, either through a wide sweeping motion with average knockback (such as [[Mario]] and [[Pikachu]]), or an upward thrust with a stronger and smaller hitbox (with some possessing grounded hitboxes to lead into the main hit, such as [[Marth]] and [[Steve]]). Prior to ''Ultimate'', up smashes were also one of the few attacks that could be [[jump-canceling|jump-canceled]], enabling them to be used [[out of shield]] immediately and during any part of a character's [[dash]] animation, except the skidding animation when they stop running. As a result, some fighters have up smashes that serve as excellent out of shield punishes, while others function as precise, but powerful anti-airs. | Up smashes generally follow several trends: they usually send opponents vertically upwards, which give them consistent KO potential on most neutral stages (such as [[Battlefield]]). They also tend to cover directly above the user, either through a wide sweeping motion with average knockback (such as [[Mario]] and [[Pikachu]]), or an upward thrust with a stronger and smaller hitbox (with some possessing grounded hitboxes to lead into the main hit, such as [[Marth]] and [[Steve]]). Prior to ''Ultimate'', up smashes were also one of the few attacks that could be [[jump-canceling|jump-canceled]], enabling them to be used [[out of shield]] immediately and during any part of a character's [[dash]] animation, except the skidding animation when they stop running. As a result, some fighters have up smashes that serve as excellent out of shield punishes, while others function as precise, but powerful anti-airs. | ||
Line 42: | Line 41: | ||
|[[Dark Samus]]||Unleashes a front-to-back arc of five Phazon blasts from her arm cannon above herself. | |[[Dark Samus]]||Unleashes a front-to-back arc of five Phazon blasts from her arm cannon above herself. | ||
|- | |- | ||
|[[Diddy Kong]]|| | |[[Diddy Kong]]||{{GameIcon|SSBB}} Slaps the opponent, then kicks twice starting from behind as he completes the spin.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Slaps the opponent, then kicks the opponent as it leads straight into a jumping uppercut starting from the front as he completes the spin.<br/> | ||
|- | |||
|- | |- | ||
|[[Donkey Kong]]||Claps his hands together above himself. | |[[Donkey Kong]]||Claps his hands together above himself. | ||
|- | |- | ||
|[[Dr. Mario]]||Plants his feet and headbutts strongly above himself from back to front. His head is granted intangibility for a short while | |[[Dr. Mario]]||Plants his feet and headbutts strongly above himself from back to front. His head is granted intangibility for a short while. | ||
|- | |- | ||
|[[Duck Hunt]]||The duo crouch while the unseen gunman fires off a combo of three shots directly above them. | |[[Duck Hunt]]||The duo crouch while the unseen gunman fires off a combo of three shots directly above them. | ||
Line 75: | Line 75: | ||
|- | |- | ||
|[[Joker]]||Performs a jumping inward slash with his knife. | |[[Joker]]||Performs a jumping inward slash with his knife. | ||
|- | |||
|[[Kazuya]]||Uppercuts in his demon form. | |||
|- | |- | ||
|[[Ken]]||Performs a crouching uppercut. | |[[Ken]]||Performs a crouching uppercut. | ||
Line 86: | Line 88: | ||
|[[Link]]||Performs a three-hitting combo of spinning, arcing slashes with his sword. | |[[Link]]||Performs a three-hitting combo of spinning, arcing slashes with his sword. | ||
|- | |- | ||
|[[Little Mac]]||Crouches briefly before throwing a fierce swinging-inwards uppercut. There is a sweetspot on frame | |[[Little Mac]]||Crouches briefly before throwing a fierce swinging-inwards uppercut. There is a sweetspot on frame 10 that has a flame effect. | ||
|- | |- | ||
|[[Lucario]]||Crouches, then thrusts its palms straight upwards alongside a blast of aura. | |[[Lucario]]||Crouches, then thrusts its palms straight upwards alongside a blast of aura. | ||
Line 100: | Line 102: | ||
|[[Marth]]||Stabs straight upwards with Falchion. | |[[Marth]]||Stabs straight upwards with Falchion. | ||
|- | |- | ||
|[[Mega Man]]|| | |[[Mega Man]]||Uses Spark Shot, which transforms both hands into electrodes and touches them together above himself, releasing a large electric spark. | ||
|- | |- | ||
|[[Meta Knight]]||Performs a three-slash combo above himself while dramatically flipping. | |[[Meta Knight]]||Performs a three-slash combo above himself while dramatically flipping. | ||
Line 115: | Line 117: | ||
|- | |- | ||
|[[Mr. Game & Watch]]||Dons a heavy scuba-diving helmet and headbutts above himself with it. | |[[Mr. Game & Watch]]||Dons a heavy scuba-diving helmet and headbutts above himself with it. | ||
|- | |||
|[[Mythra]]||Spins the Aegis Sword above herself. | |||
|- | |- | ||
|[[Ness]]||Swings his yo-yo forwards, then performs an "around the world" with it. | |[[Ness]]||Swings his yo-yo forwards, then performs an "around the world" with it. | ||
Line 133: | Line 137: | ||
|- | |- | ||
|[[Pit]]||Spins while slashing above himself three times. | |[[Pit]]||Spins while slashing above himself three times. | ||
|- | |||
|[[Pyra]]||Spins the Aegis Sword above herself. | |||
|- | |- | ||
|[[R.O.B.]]||Performs a handstand and unleashes a large upwards blast of fire from his thrusters. | |[[R.O.B.]]||Performs a handstand and unleashes a large upwards blast of fire from his thrusters. | ||
Line 161: | Line 167: | ||
|- | |- | ||
|[[Sonic]]||Jumps up and turns into his ball form to strike multiple times. | |[[Sonic]]||Jumps up and turns into his ball form to strike multiple times. | ||
|- | |||
|[[Sora]]||Thrusts his Keyblade upward, emitting a brief flash of light. | |||
|- | |- | ||
|[[Squirtle]]||Fires off a pair of watery geysers, covering its body. | |[[Squirtle]]||Fires off a pair of watery geysers, covering its body. | ||
Line 188: | Line 196: | ||
==Notable up smashes == | ==Notable up smashes == | ||
[[File:RoyUpsmashSpike.gif |thumb|150px|[[Roy]]'s up smash in ''Melee'', showing its unintended [[spike]].]] | |||
*{{SSBM|Roy}}’s up smash in ''Melee'' can cause a situational [[spike]] if an airborne opponent is hit with the tip of the sword in its first few frames. This is due to the sword's multihits having a combination of upward/downward knockback angles intended to keep opponents in place, with the tip of the sword sending vertically downwards. Despite this, it is impractical for edgeguarding, as the spiking hitbox is small and has a short duration, making it difficult to land intentionally. Changes to the spike hitbox from ''Smash 4'' onwards have removed this unintended interaction. | |||
*From ''Melee'' onwards, but not in ''Smash 4'', [[Ness]]'s up smash can hit opponents while charging as the yo-yo comes to rest on the stage in front of him. This is especially dangerous in ''Ultimate'', where the yo-yo can fall and hang off of ledges and hits multiple times (it cannot be charged off ledges in ''Melee'' or ''Brawl''), allowing it to lead into the attack proper. It is the only up smash to have a hitbox while charging. Its power does not increase in ''Melee'' or ''Brawl'' if charged but it does in later games. Ness's similarly-functioning [[down smash]] is the only down smash to have such a distinction, while [[Corrin]] possesses the only such [[forward smash]]. | *From ''Melee'' onwards, but not in ''Smash 4'', [[Ness]]'s up smash can hit opponents while charging as the yo-yo comes to rest on the stage in front of him. This is especially dangerous in ''Ultimate'', where the yo-yo can fall and hang off of ledges and hits multiple times (it cannot be charged off ledges in ''Melee'' or ''Brawl''), allowing it to lead into the attack proper. It is the only up smash to have a hitbox while charging. Its power does not increase in ''Melee'' or ''Brawl'' if charged but it does in later games. Ness's similarly-functioning [[down smash]] is the only down smash to have such a distinction, while [[Corrin]] possesses the only such [[forward smash]]. | ||
*[[Bowser]]'s up smash has protection on his shell during his attack – in ''Melee'' it is [[intangible]], but from ''Brawl'' onwards it is fully [[invincible]] – which makes the attack dangerous to trade with, especially from above. | *[[Ridley]] and [[Luma]] are the only characters with arcing up smashes which hit behind them, then in front; all other arcing up smashes sweep from front to back. | ||
*[[Mr. Game & Watch]]'s up smash grants head invincibility while its hitbox is active (although in ''Smash 4'', it gains invincibility much sooner and in ''Ultimate'', Mr. Game & Watch's entire body is | *[[Bowser]]'s up smash has protection on his shell during his attack – in ''Melee'' it is [[intangible]], but from ''Brawl'' onwards it is fully [[invincible]] – which makes the attack dangerous to trade with, especially from above. In ''Ultimate'', further protection is granted by damage-based armor during the startup of the move. | ||
*[[Snake]]'s up smash has several unique properties. For one, the charging interval begins after Snake slams the mortar down in front of himself, making it the only smash attack to have a hitbox before it starts charging. | *[[Mr. Game & Watch]]'s up smash grants head invincibility while its hitbox is active (although in ''Smash 4'', it gains invincibility much sooner and in ''Ultimate'', Mr. Game & Watch's entire body is invincible). It has high startup lag but great KO power (especially in ''Brawl'') and extremely low ending lag, making it notoriously difficult and risky to intercept. | ||
*[[Inkling]]'s up smash covers opponents in | *[[Snake]]'s up smash has several unique properties. For one, the charging interval begins after Snake slams the mortar down in front of himself, making it the only smash attack to have a hitbox before it starts charging. Alongside [[Olimar]]'s, it is the only up smash to be a [[projectile]]. Charging the attack also does not affect the damage or knockback of the projectile, but instead greatly increases the velocity at which it is launched, and thus the height it reaches. The attack is also notable in ''Brawl'' for enabling the furthest-traveling [[DACUS]] in the game. | ||
*[[King K. Rool]]'s up smash, after his initial hop, protects him for a handful of frames with his characteristic [[Belly Super Armor]]. It also has a small hitbox as he begins to fall which [[spike]]s, which makes it one of only | *[[Inkling]]'s up smash covers opponents in {{b|ink|status}}. | ||
*[[King K. Rool]]'s up smash, after his initial hop, protects him for a handful of frames with his characteristic [[Belly Super Armor]]. It also has a small hitbox as he begins to fall which [[spike]]s, which makes it one of only two up smash attacks to spike – the others being a sourspot on [[Roy]]'s up smash in ''Melee''. | |||
*Throughout the series, but especially in ''Melee'', [[Fox]]'s up smash has been considered especially effective due to its near-instant startup and relatively high knockback. | *Throughout the series, but especially in ''Melee'', [[Fox]]'s up smash has been considered especially effective due to its near-instant startup and relatively high knockback. | ||
* | **{{SSBM|Fox}}'s up smash in ''Melee'' is known as the best grounded KO move in the game, due to high power and extremely fast startup; the hitbox comes out on frame 7, making Fox's up smash as fast as his grab. | ||
*{{SSBB|Olimar}}'s up smash in ''Brawl'' is often considered to be the best smash attack in the game, due to its fast startup, large disjointed range, long-lasting hitbox, and high power: a Purple Pikmin up smash is capable of KOing the entire cast at under 100 percent on most stages. | |||
*[[Lucas]]' up smash is the only attack in the series to grant both [[invincibility]] and [[intangibility]]. Coupled with its power, this makes it a dangerous attack to directly challenge. | |||
*In ''Smash 4'', {{SSB4|Mario}}'s up smash is considered the best in the game due to its power, range, speed, and the intangibility it grants on his head. | *In ''Smash 4'', {{SSB4|Mario}}'s up smash is considered the best in the game due to its power, range, speed, and the intangibility it grants on his head. | ||
*Also in ''Smash 4'', {{SSB4|Ganondorf}}'s up smash, despite his bottom [[tier]] placement, is usually ranked among the best in the game as well. Despite its enormous power, it has deceptively low [[ending lag]], making it very difficult and dangerous to [[punish]]. | *Also in ''Smash 4'', {{SSB4|Ganondorf}}'s up smash, despite his bottom [[tier]] placement, is usually ranked among the best in the game as well. Despite its enormous power, it has deceptively low [[ending lag]], making it very difficult and dangerous to [[punish]]. | ||
*[[Palutena]]'s up smash is notable for having the highest vertical range of any non-projectile attack in the series. In Ultimate, it is notorious for its long duration being able to punish dodges, landings, sidesteps, and edge options with excellent power. | *[[Palutena]]'s up smash is notable for having the highest vertical range of any non-projectile attack in the series. In ''Ultimate'', it is notorious for its long duration being able to punish dodges, landings, sidesteps, and edge options with excellent power. | ||
*In ''Ultimate'', [[Zero Suit Samus]]'s up smash is a reliable combo starter at low to mid percents, leading into all of her aerials except down air, while still possessing respectable kill power at high percents. This combined with the move's long vertical range, long-lasting hitbox, and rather low endlag makes it commonly considered among the best up smashes in the game. | *In ''Ultimate'', [[Zero Suit Samus]]'s up smash is a reliable combo starter at low to mid percents, leading into all of her aerials except down air, while still possessing respectable kill power at high percents. This combined with the move's long vertical range, long-lasting hitbox, and rather low endlag makes it commonly considered among the best up smashes in the game. | ||
*[[Wii Fit Trainer]]'s up smash is among the most powerful in both ''Smash 4'' and ''Ultimate'' when [[Deep Breathing]] is active, has several frames of full body [[intangibility]] during startup, and, after ''Ultimate'''s | *[[Wii Fit Trainer]]'s up smash is among the most powerful in both ''Smash 4'' and ''Ultimate'' when [[Deep Breathing]] is active, has several frames of full body [[intangibility]] during startup, and, after ''Ultimate'''s update {{SSBU|8.0.0}}, comes out extremely quickly relative to its strength. | ||
*[[Min Min]]'s up smash is the only one able to reflect projectiles, and one of only | *[[Min Min]]'s up smash is the only one able to reflect projectiles, and one of only four non-[[special move]]s with this property (along with Ness and Lucas's [[forward smash]]es and Kazuya's [[Left Splits Kick]]). | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
File:Mario Up Smash SSBM.gif|[[Mario]]'s up smash in ''Melee''. | |||
File:Falcon-usmash.jpg|The second hit of Captain Falcon's up smash in ''Melee''. | File:Falcon-usmash.jpg|The second hit of Captain Falcon's up smash in ''Melee''. | ||
File:UpSmash.jpg|Ganondorf's up smash in ''Brawl''. Note how, since he is no longer a clone of Captain Falcon, it is one single, slow kick instead of two rapid ones. | File:UpSmash.jpg|Ganondorf's up smash in ''Brawl''. Note how, since he is no longer a clone of Captain Falcon, it is one single, slow kick instead of two rapid ones. |
edits