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Samus (SSBU)/Up smash: Difference between revisions

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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Samus shoots 5 consecutive blasts above herself. The move's high hitboxes give it trouble catching smaller characters on the ground.  
Samus shoots 5 consecutive blasts above herself. The move's high hitboxes give it trouble catching smaller characters on the ground.
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{buff|Up smash's hits connect more reliably.}}
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
*{{bugfix|Up smash's autolink angle knockback has been reduced, no longer launching opponents at an unusually high speed if the move fails to connect.}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
*{{buff|Up smash's last hit has more knockback scaling (150 → 162), noticeably improving its KO potential.}}
 
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|24}}
{{HitboxTableTitle|Hit 1|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|3.0}}
|damage={{ChargedSmashDmgSSBU|3.0}}
|angle=100
|angle=100
|af=3
|bk=60
|bk=60
|ks=30
|ks=30
Line 30: Line 39:
|damage={{ChargedSmashDmgSSBU|3.0}}
|damage={{ChargedSmashDmgSSBU|3.0}}
|angle=368
|angle=368
|af=3
|bk=0
|bk=0
|ks=30
|ks=30
Line 49: Line 59:
|damage={{ChargedSmashDmgSSBU|3.0}}
|damage={{ChargedSmashDmgSSBU|3.0}}
|angle=368
|angle=368
|af=3
|bk=0
|bk=0
|ks=30
|ks=30
Line 64: Line 75:
|g=f
|g=f
}}
}}
{{HitboxTableTitle|Hit 2|24}}
{{HitboxTableRowNote|The ID 1 and 2 hitboxes use a [[position vector]] with offsets [4, 22] for 4 frames.|50}}
{{HitboxTableTitle|Hit 2|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|3.0}}
|damage={{ChargedSmashDmgSSBU|3.0}}
|angle=130
|angle=130
|af=3
|setweight=t
|bk=30
|bk=30
|ks=30
|ks=30
Line 87: Line 101:
|damage={{ChargedSmashDmgSSBU|3.0}}
|damage={{ChargedSmashDmgSSBU|3.0}}
|angle=368
|angle=368
|af=3
|bk=0
|bk=0
|ks=30
|ks=30
Line 106: Line 121:
|damage={{ChargedSmashDmgSSBU|3.0}}
|damage={{ChargedSmashDmgSSBU|3.0}}
|angle=160
|angle=160
|af=3
|setweight=t
|bk=30
|bk=30
|ks=30
|ks=30
Line 121: Line 138:
|a=f
|a=f
}}
}}
{{HitboxTableTitle|Hit 3|24}}
{{HitboxTableRowNote|The ID 1 hitbox uses a position vector with offsets [-1, 23] for 10 frames.|50}}
{{HitboxTableTitle|Hit 3|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|3.0}}
|damage={{ChargedSmashDmgSSBU|3.0}}
|angle=130
|angle=130
|bk=30
|af=3
|setweight=t
|bk=40
|ks=30
|ks=30
|fkv=0
|fkv=0
Line 144: Line 164:
|damage={{ChargedSmashDmgSSBU|3.0}}
|damage={{ChargedSmashDmgSSBU|3.0}}
|angle=368
|angle=368
|af=3
|bk=0
|bk=0
|ks=30
|ks=30
Line 163: Line 184:
|damage={{ChargedSmashDmgSSBU|3.0}}
|damage={{ChargedSmashDmgSSBU|3.0}}
|angle=160
|angle=160
|af=3
|setweight=t
|bk=30
|bk=30
|ks=30
|ks=30
Line 178: Line 201:
|a=f
|a=f
}}
}}
{{HitboxTableTitle|Hit 4|24}}
{{HitboxTableRowNote|The ID 1 hitbox uses a position vector with offsets [-6, 22] for 10 frames.|50}}
{{HitboxTableTitle|Hit 4|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|3.0}}
|damage={{ChargedSmashDmgSSBU|3.0}}
|angle=130
|angle=120
|af=3
|setweight=t
|bk=30
|bk=30
|ks=30
|ks=30
Line 201: Line 227:
|damage={{ChargedSmashDmgSSBU|3.0}}
|damage={{ChargedSmashDmgSSBU|3.0}}
|angle=368
|angle=368
|af=3
|bk=0
|bk=0
|ks=30
|ks=30
Line 220: Line 247:
|damage={{ChargedSmashDmgSSBU|3.0}}
|damage={{ChargedSmashDmgSSBU|3.0}}
|angle=170
|angle=170
|af=3
|setweight=t
|bk=30
|bk=30
|ks=30
|ks=30
Line 235: Line 264:
|a=f
|a=f
}}
}}
{{HitboxTableTitle|Hit 5|24}}
{{HitboxTableRowNote|The ID 1 hitbox uses a position vector with offsets [-10, 20] for 10 frames.|50}}
{{HitboxTableTitle|Hit 5|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|6.0}}
|damage={{ChargedSmashDmgSSBU|6.0}}
|angle=80
|angle=80
|af=3
|bk=50
|bk=50
|ks=150
|ks=162
|fkv=0
|fkv=0
|r=4.5
|r=4.5
Line 258: Line 289:
|damage={{ChargedSmashDmgSSBU|6.0}}
|damage={{ChargedSmashDmgSSBU|6.0}}
|angle=80
|angle=80
|af=3
|bk=50
|bk=50
|ks=150
|ks=162
|fkv=0
|fkv=0
|r=6.5
|r=6.5
|bn=armr
|bn=armr
|xpos=7.8
|xpos=7.8
|ypos=0.0
|ypos=-0.5
|zpos=0.0
|zpos=0.0
|ff=1.0
|ff=1.0

Latest revision as of 18:45, July 3, 2022

Hitbox visualization showing Samus's up smash.
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OverviewEdit

Samus shoots 5 consecutive blasts above herself. The move's high hitboxes give it trouble catching smaller characters on the ground.

Update HistoryEdit

  3.1.0

  •   Up smash's hits connect more reliably.

  4.0.0

  •   Up smash's autolink angle knockback has been reduced, no longer launching opponents at an unusually high speed if the move fails to connect.

  7.0.0

  •   Up smash's last hit has more knockback scaling (150 → 162), noticeably improving its KO potential.

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset 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            

TimingEdit

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
                                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible