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[[File:WFT-UpSmash.gif|thumb|350px|The [[Wii Fit Trainer]] charges her up smash.]]
[[File:RoyUpsmashSpike.gif |thumb|300px|[[Roy]]'s up smash in ''Melee''.]]
'''Up smash''' (abbreviated '''u-smash''') is a [[smash attack]] performed by any character by tapping the control stick upward and pressing A, or, outside of ''[[Melee]]'s'' single player modes, by pressing up on the [[C-stick]]. The up smash can be charged by holding down the A button for up to two seconds in conjunction with the C-stick, resulting in higher [[damage]] and [[knockback]]. If the enemy has heavy damage, it can be easy for the player to [[Star KO]] or [[Screen KO]] them using these moves.
[[File:WFT-UpSmash.gif|thumb|300px|[[Wii Fit Trainer]]'s up smash in ''Smash 4'', after being [[charge]]d briefly.]]


Unlike [[forward smash]]es and [[down smash]]es, up smashes can be performed immediately during any character's running animation, but not during their initial [[dash]] unless one performs a [[dash attack canceled up smash]].
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]].
{{clr}}
 
==List of up smashes in ''[[Super Smash Bros.]]''==
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.
{|class="wikitable sortable"
 
!Character
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.
!Description
 
!Damage
From ''Brawl'' onwards, jump-canceling to perform a running up smash is unnecessary, and the turn-around animation can be jump-canceled into a reversed up smash. In ''Ultimate'', jump-canceling is not required for up smashes out of shield, and can now be done instantly; additionally, all grounded moves can be canceled from a dash, which lower the utility of some out of shield up smashes.
 
==List of up smashes==
{| class="wikitable"
|-
|-
|{{SSB|Mario}} || Headbutts upwards. His whole head becomes a hitbox, which although laggy, is a powerful finisher. Considered one of the strongest up smashes in the game.|| 19%
! Character !! Description
|-
|-
|{{SSB|Luigi}} || Headbutts upwards. Lunges head upwards in an arc. Decent knockback.|| 19%
|[[Banjo]] & [[Kazooie]]||Performs a vertically inverted Bill Drill, in which Banjo rapidly spins on the ground while Kazooie jabs upward with her beak.
|-
|-
|{{SSB|Donkey Kong}} || Claps overhead with some start-up lag. Very large hitbox. Grounded enemies are occasionally affected. Best used under a platform where an opponent is standing or a well timed anti-air attack.|| 21%
|[[Bayonetta]]||Uses her Wicked Weaves to summon Madama Butterfly's fist for an uppercut in front of herself.
|-
|-
|{{SSB|Yoshi}} || Headbutts upwards. Has good horizontal knockback from behind to top, average upwards knockback when hit near the end.|| 18%
|[[Bowser]]||Hops up with his back facing upwards to strike with his shell.
|-
|-
|{{SSB|Link}} || Slashes overhead with his sword three times. The move is a good close up defensive move but also has a good KO-ing property.|| 22% if all hits connect.
|[[Bowser Jr.]]||Performs a handstand, then activates the Junior Clown Car's propeller to strike with it.
|-
|-
|{{SSB|Samus}} || Shoots fire above her head in an arc.||50% if all hits connect.
|[[Byleth]]||Swings the Sword of the creator in its whip form above themself to hit multiple times.
|-
|-
|{{SSB|Kirby}} || A fast flip kick that is very similar to Fox's and Pikachu's, but with slower start-up and slightly less knockback.|| 16%
|[[Captain Falcon]]||{{GameIcon|SSB}} Performs a spinning uppercut with his elbow.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Throws an upwards 540 kick.
|-
|-
|{{SSB|Fox}} || Does a flip kick. He does a fast quick flip, with much vertical KO power.|| 16%
|[[Charizard]]||Slashes upwards with its leading wing, then its following one immediately after.
|-
|-
|{{SSB|Captain Falcon}} || Does an uppercut. This is Captain Falcon's main combo starter. The attack sends the opponent straight up, but with low knockback and high hitstun. It is also trifled with unusually short range for an up smash. It is the weakest up smash in the game, but one of Falcon's most useful moves for its combo potential. The hitbox is Falcon's body and the small area above his raised fist.||17%
|[[Chrom]]||An upward thrust with Falchion, which releases a stream of razor-like magic from it, ending in an outwards burst.
|-
|-
|{{SSB|Pikachu}} || Flips over and hits with its tail; similar to Captain Falcon's, but with more range, more power, and more lag. Can combo into itself when used against heavier characters. Overall, a versatile move. Also leads directly into a Thunder which allows it to KO 20 to 30% quicker than normal, commonly known as Thunder Spiking. Used in combos.|| 18%
|[[Cloud]]||Performs an upward-arcing swing in front of himself with the Buster Sword.
|-
|-
|{{SSB|Jigglypuff}} || Hits with its head. If the opponent is hit early, this attack sends the opponent straight up for quick, low-percent kills. At the last few frames of the attack, the hitbox exists only in front of Jigglypuff and sends the opponent forward with much less knockback. This attack is often used as a finisher.|| 18%
|[[Corrin]]||Crouches and braces their arms on either side of their head before transforming them into draconic lances and stabbing straight upwards.
|-
|{{SSB|Ness}} || Does an "Around The World" with his yoyo which acts as a good anti-air move. Strange hitbox, does not hit short characters on ground. Above average speed.|| 17%
|}
 
==List of up smashes in ''[[Super Smash Bros. Melee]]''==
{|class="wikitable sortable"
!Character
!Description
!Damage
|-
|-
|{{SSBM|Mario}} || Headbutts upwards. A fast move with more range at the back of his head than in the front.|| {{ChargedSmashDmgSSBM|15}}
|[[Daisy]]||Jabs her hand upwards while twirling.
|-
|-
|{{SSBM|Luigi}} || Headbutts upwards. Identical to Mario and Dr. Mario's headbutt with an up-and-behind trajectory, ideal for setting up aerial combos with Luigi. The player can also buffer it in at the end of a wavedash, which allows for an alternative vertical launcher to Luigi's common wavedash to down smash approach.|| {{ChargedSmashDmgSSBM|17}}
|[[Dark Pit]]||Spins while slashing above himself three times.
|-
|-
|{{SSBM|Dr. Mario}} || Similar to Mario, but with less knockback and slightly faster. Unusually, the attack has spike properties, though these only work on grounded opponents.|| {{ChargedSmashDmgSSBM|16}}
|[[Dark Samus]]||Unleashes a front-to-back arc of five Phazon blasts from her arm cannon above herself.
|-  
|{{SSBM|Peach}} || Quick upwards slap. If sweetspotted (located at her palm and her hand), the attack sends opponent upward with high vertical knockback. If sourspotted (located at her shoulders and her finger), the move has weak vertical knockback. When sweetspotted, this move can KO opponents at around 73% when fully charged.|| 8-25%
|-
|-
|{{SSBM|Bowser}} || Hops into the air, hitting with his shell.||11%-27%.  
|[[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/>
|-
|-
|{{SSBM|Donkey Kong}} || Claps overhead, good knockback. Somewhat slow, not to mention this will not hit a grounded foe at all.|| 18% uncharged, 24% fully charged.
|-
|-
|{{SSBM|Yoshi}} || Headbutts upwards.||13% uncharged, 19% fully charged.  
|[[Donkey Kong]]||Claps his hands together above himself.
|-
|-
|{{SSBM|Link}} || Slashes above him three times. Somewhat different from the move in ''SSB''. All hits now have a noticeable arc above him with good range, instead of just the first hit being an arc and two smaller stabs upwards as in SSB. Good for racking up damage and setting up for air combos due to below average knockback for an up smash. Up to three separate hits.|| Uncharged inflicts 15%. Fully charged will do 20%.  
|[[Dr. Mario]]||Plants his feet and headbutts strongly above himself from back to front. His head is granted intangibility for a short while.
|-
|-
|{{SSBM|Young Link}} || Similar to Link but with less knockback.||Up to 11% uncharged, 15% fully.
|[[Duck Hunt]]||The duo crouch while the unseen gunman fires off a combo of three shots directly above them.
|-
|-
|{{SSBM|Zelda}} || Waves her hand above her three times with magic.||14% uncharged, 20% fully.  
|[[Falco]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Performs a quick backflipping kick.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Throws a modified upwards butterfly kick.
|-
|-
|{{SSBM|Sheik}} || Puts her arms above herself and violently separates them to her left and right. Incredibly powerful when sweetspotted, being among the most powerful in the game, but otherwise does moderate knockback when sourspotted.|| 13-19% arms, tip does 17-23% in the NTSC version, 16-22% in the PAL.
|[[Fox]]||Performs a quick backflipping kick.
|-
|-
|{{SSBM|Ganondorf}} || Kicks upwards twice. Similar to Captain Falcon. The most damaging up smash if both hits connect.|| {{ChargedSmashDmgSSBM|22}} damage on the first hit and {{ChargedSmashDmgSSBM|19}} on the second, for a combined total of {{ChargedSmashDmgSSBM|39.29}}.
|[[Ganondorf]]||{{GameIcon|SSBM}} Throws an upwards butterfly kick.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}} Leans back and performs a straight-upwards stretch kick.<br/>{{GameIcon|SSBU}} Swings the SpaceWorld 2000 sword in a wide front-to-back arc above himself.
|-
|-
|{{SSBM|Samus}} || Shoots fire above her head in an arc.||21% uncharged, 29% fully charged.  
|[[Greninja]]||Jabs two water blades upwards in a backwards grip followed by a downward slash for a second hit.
|-
|-
|{{SSBM|Ice Climbers}} || Swings their hammers above them.||21% total uncharged; 28% total fully charged.
|[[Hero]]||Stabs straight upwards with his sword.
|-
|-
|{{SSBM|Kirby}} || Does a flip kick. ||Does {{ChargedSmashDmgSSBM|15}} damage.
|[[Ice Climbers]]||Swing their hammers in an inwards arc above themselves.
|-
|-
|{{SSBM|Fox}} || Does a flip kick. This move is very fast, and when used on the ground while facing the foe, it has very high vertical knockback. It is very reliable at mid-high damages. Shine into up smash is very useful for KOs.|| Does {{ChargedSmashDmgSSBM|18}} damage.
|[[Ike]]||Swings Ragnell in a large arc over his head, slamming it onto the ground behind him.
|-
|-
|{{SSBM|Falco}} || Similar to Fox, but much weaker; although, it is a better juggler. This also hits behind Falco, albeit with significantly lower knockback.|| Does {{ChargedSmashDmgSSBM|14}} damage.
|[[Incineroar]]||Performs an upward double ax-handle.
|-
|-
|{{SSBM|Captain Falcon}} || Kicks upwards twice.|| The first kick deals {{ChargedSmashDmgSSBM|14}} damage if the leg connects and {{ChargedSmashDmgSSBM|8}} if the body connects, while the second kick does {{ChargedSmashDmgSSBM|13}} on the body and {{ChargedSmashDmgSSBM|12}} on the foot.
|[[Inkling]]||Swings an Ink Blaster upwards to strike with its barrel, setting up for a close-range explosion of ink.
|-
|-
|{{SSBM|Pikachu}} || Flips over and hits with its tail. It is the most powerful up smash in [[knockback]].|| {{ChargedSmashDmgSSBM|19}} damage.
|[[Isabelle]]||Blows a whistle and erects a stop sign in front of herself.
|-
|-
|{{SSBM|Pichu}} || Headbutts upwards.||16% uncharged, 20% fully.  
|[[Ivysaur]]||Plants its feet while releasing an explosion of pollen from the bulb on its back.
|-
|-
|{{SSBM|Mewtwo}} || Holds his hand above him and shoots darkness.||15% uncharged, 20% full (if all strikes connect).  
|[[Jigglypuff]]||Headbutts above itself.
|-
|-
|{{SSBM|Jigglypuff}} || Hits with its head. Can lead into aerial combos and KO at high percentage.||14%.  
|[[Joker]]||Performs a jumping inward slash with his knife.
|-
|-
|{{SSBM|Marth}} || Stabs his sword upwards. While effective on aerial opponents, the move has very weak sourspots next to Marth if used on the ground. ||{{ChargedSmashDmgSSBM|8}} sides (sourspots), {{ChargedSmashDmgSSBM|15}} base, {{ChargedSmashDmgSSBM|18}} tip.
|[[Kazuya]]||Uppercuts in his demon form.
|-
|-
|{{SSBM|Roy}} || Similar to Marth. Hits multiple times, has Fire effects and spikes if [[sweetspot]]ted.||17% uncharged, 22% fully.  
|[[Ken]]||Performs a crouching uppercut.
|-
|-
|{{SSBM|Ness}} || Does an "Around the World" with his yoyo. Has average range and speed, but sub-par knockback. Like his down smash, this attack is incapable of KOing unless his opponent is at extremely high percentage.|| 22%.
|[[King Dedede]]||Swings his hammer in a front-to-back arc above his head.
|-
|-
|{{SSBM|Mr. Game & Watch}} || Headbutts above him with a scuba helmet from ''Octopus''. Has some start-up lag but also has high knockback, as well as a long duration.|| 24% damage fully charged.
|[[King K. Rool]]||Hops straight upwards to strike with his head, then falls back down belly-first into a comical plank before he gets back up.
|}
 
==List of up smashes in ''[[Super Smash Bros. Brawl]]''==
{|class="wikitable sortable"
!Character
!Description
!Damage
|-
|-
|{{SSBB|Mario}} || Mario headbutts upward. Has fast start-up lag and its ending lag is rather low as well. It does have good base knockback and knockback scaling, but its KO power is rather average for an up-smash. This is Mario's only reliable finisher outside his forward smash, and it is his only attack that can KO vertically under 150%. ||{{ChargedSmashDmgSSBB|14}}
|[[Kirby]]||Performs a quick backflipping kick.
|-
|-
|{{SSBB|Luigi}} || Luigi headbutts upward, similar to Mario's Up Smash, but it has higher knockback and sends foes on a more diagonal trajectory behind him. Can slide if Luigi dashes a few frames after charging it, which slides slower than Mario, but slides farther.|| {{ChargedSmashDmgSSBB|15}} stronger hitbox. The weaker hitbox will do {{ChargedSmashDmgSSBB|12}}.
|[[Link]]||Performs a three-hitting combo of spinning, arcing slashes with his sword.
|-
|-
|{{SSBB|Peach}} || Thrusts her arm up quickly. Very powerful when sweetspotted, but very weak when not sweetspotted. If Peach sweetspotted (Peach's body, as opposed to the arm) an opponent with a fully charged up smash, it can KO at around 55%.||{{ChargedSmashDmgSSBB|17}} body, {{ChargedSmashDmgSSBB|15}} arm, {{ChargedSmashDmgSSBB|8}} sides. When late, {{ChargedSmashDmgSSBB|12}} body, {{ChargedSmashDmgSSBB|10}} arm.  
|[[Little Mac]]||Crouches briefly before throwing a fierce swinging-inwards uppercut. There is a sweetspot on frame 10 that has a flame effect.
|-
|-
|{{SSBB|Bowser}} || Hops into the air, hitting with his shell. Hitting with the sides of the attack does less damage. Opponents who only shield his jump may be hit by his landing (this only applies to grounded opponents). Very high knockback.||Hit one, {{ChargedSmashDmgSSBB|20}} shell, {{ChargedSmashDmgSSBB|15}} head/tail. Hit two, {{ChargedSmashDmgSSBB|12}} shell, {{ChargedSmashDmgSSBB|10}} head/tail.
|[[Lucario]]||Crouches, then thrusts its palms straight upwards alongside a blast of aura.
|-
|-
|{{SSBB|Donkey Kong}} || Claps overhead. Small hitbox that usually only hits foes directly above him, but great power and fairly fast.|| {{ChargedSmashDmgSSBB|18}}
|[[Lucas]]||Holds his arms together, then swings them apart from himself while releasing an enormous upwards-traveling PSI spark.
|-
|-
|{{SSBB|Diddy Kong}} || Does a weird cartwheel in place, hitting three times. Not very powerful (weakest in the game), but a decent combo move. Can be used as a sliding DACUS.|| {{ChargedSmashDmgSSBB|5}} first two hits, {{ChargedSmashDmgSSBB|6}} third hit, {{ChargedSmashDmgSSBB|16}} all three.
|[[Lucina]]||Stabs straight upwards with Parallel Falchion.
|-
|-
|{{SSBB|Yoshi}} || Headbutts above himself. The attack can hit behind Yoshi. Yoshi's head is intangible while the hitboxes are out.|| {{ChargedSmashDmgSSBB|16}}
|[[Luigi]]||Plants his feet and headbutts strongly above himself from back to front.
|-
|-
|{{SSBB|Wario}} || Spins in place and headbutts upward, hitting multiple times. Can be used as a sliding [[DACUS]].|| {{ChargedSmashDmgSSBB|15}}
|[[Mario]]||Plants his feet and headbutts strongly above himself from back to front.
|-
|-
|{{SSBB|Link}} || Slashes over his head three times. Third hit has most knockback, but first two hits can be smash DI'ed out of. Can be used as a sliding DACUS.|| {{ChargedSmashDmgSSBB|17}} if all hits connect.
|[[Marth]]||Stabs straight upwards with Falchion.
|-
|-
|{{SSBB|Zelda}} || Waves her hand above her head with magical energy. Comes out quickly, pulls opponents in and has a lot of hits, not to mention the great damage and knockback.|| {{ChargedSmashDmgSSBB|15}} if all hits connect.
|[[Mega Man]]||Uses Spark Shot, which transforms both hands into electrodes and touches them together above himself, releasing a large electric spark.
|-
|-
|{{SSBB|Sheik}} || Pulls with both hands to her sides in a downward way. Two hits without any noticeable animation and first hit can lead into the second at low percents. Does a great deal of damage and knockback when sweetspotted. Can be used as a sliding DACUS.||Body (hits first), {{ChargedSmashDmgSSBB|17}} Wind, {{ChargedSmashDmgSSBB|12}}, up to {{ChargedSmashDmgSSBB|29}}.
|[[Meta Knight]]||Performs a three-slash combo above himself while dramatically flipping.
|-
|-
|{{SSBB|Ganondorf}} || Kicks once, but it hits all the way to the ground. Has a huge amount of IASA Frames in Brawl. Sweetspot is on the foot.||{{ChargedSmashDmgSSBB|19}} leg, {{ChargedSmashDmgSSBB|22}} foot.
|[[Mewtwo]]||Holds its palm upwards, unleashing a swirl of powerful dark energy for multiple hits.
|-
|-
|{{SSBB|Toon Link}} || Slashes above his head once with his sword. It has good Star KO potential, and its decent speed and range make it a good choice to execute during a dash.|| {{ChargedSmashDmgSSBB|15}}
|[[Mii Brawler]]||Performs a quick backflipping kick.
|-
|-
|{{SSBB|Samus}} || Uses arm cannon and shoots fire above her head, hitting five times. Very weak knockback, one of the weakest of all up smashes, but does a lot of damage if all hits connect. Can be used as a sliding DACUS.||Does {{ChargedSmashDmgSSBB|4}} for each hit, dealing {{ChargedSmashDmgSSBB|23}} if all hits connect.  
|[[Mii Gunner]]||Unleashes five fiery cannon blasts in a front-to-back upwards arc.
|-
|-
|{{SSBB|Zero Suit Samus}} || Twirls her whip above her head. Doesn't have much startup lag and has great vertical range. Great for racking up damage. Only the tip does a lot of knockback.||{{ChargedSmashDmgSSBB|12}} if all hits connect.  
|[[Mii Swordfighter]]||Jumps up and performs a set of spinning slashes.
|-
|-
|{{SSBB|Pit}} || Slashes above him with both of his swords. Faster, but less knockback than something like Link's, and with more vertical range and less horizontal. All the knockback is in the last slash; the other two have reverse knockback, sucking the opponent closer to set up for the final slash. If the player hits with only the first slash of this attack, it is actually a spike. However, this is extremely difficult to pull off. Has a start-up of 6 frames. ||{{ChargedSmashDmgSSBB|13}} if all hits connect.
|[[Min Min]]||A somersault kick that can reflect projectiles.
|-
|-
|{{SSBB|Ice Climbers}} || Swing hammers above their heads. Hits from frame 13 to 18.||Leader, {{ChargedSmashDmgSSBB|11}}. Partner, {{ChargedSmashDmgSSBB|9}}. Total, up to 20% uncharged, 28% fully charged.  
|[[Mr. Game & Watch]]||Dons a heavy scuba-diving helmet and headbutts above himself with it.
|-
|-
|{{SSBB|R.O.B.}} || Does a handstand, shooting a burst from his thrusters into the air. His most powerful finisher, but has almost no horizontal range.||{{ChargedSmashDmgSSBB|14}}
|[[Mythra]]||Spins the Aegis Sword above herself.
|-
|-
|{{SSBB|Kirby}} || Does a backflip, kicking. Hits all the way around Kirby. Weaker if the opponent is hit behind Kirby (when he lowers his foot to the ground). Hits from frame 14 to 25. || {{ChargedSmashDmgSSBB|15}} in front, {{ChargedSmashDmgSSBB|12}} in back.
|[[Ness]]||Swings his yo-yo forwards, then performs an "around the world" with it.
|-
|-
|{{SSBB|Meta Knight}} || Slashes above him a few times. Similar to Link's, only much faster and not as powerful. Low knockback, but can KO at high percentages. First slash has a start-up of 8 frames, the second slash hits on frame 12 and the final slash hits on frame 17.|| {{ChargedSmashDmgSSBB|9}} if all three hits connect.
|[[Olimar]]||Points upwards, commanding his leading Pikmin to perform a jumping full-body tackle straight upwards.
|-
|-
|{{SSBB|King Dedede}} || Swings hammer over his head. It has powerful vertical knockback, with average base knockback and high knockback scaling along with a hitbox that covers the area in front of and behind Dedede, as well as above him. However, it has slow start-up lag (20 frames) and even worse ending lag with rather average damage output for an up smash. When uncharged, it is weaker than his up tilt as well as being much slower. As such, Dedede's up smash is often neglected and is not used often. The up smash KOs reliably around 121% uncharged. ||{{ChargedSmashDmgSSBB|14}}
|[[Pac-Man]]||Performs an uppercut, then immediately opens his palm to release Inky.
|-
|-
|{{SSBB|Olimar}} || Throws a Pikmin into the air. Olimar's fastest smash (hitbox out on frame 8), has surprising forward range. Possesses huge knockback when a purple Pikmin is used. || Red Pikmin: {{ChargedSmashDmgSSBB|15}}. Blue Pikmin: {{ChargedSmashDmgSSBB|15}}. Yellow Pikmin: {{ChargedSmashDmgSSBB|14}}. White Pikmin: {{ChargedSmashDmgSSBB|9}}. Purple Pikmin: {{ChargedSmashDmgSSBB|16}}.
|[[Palutena]]||Raises her staff to project a colossal beam of light straight upwards.
|-
|-
|{{SSBB|Fox}} || Does a flipping kick above his head. Very powerful and quick, critical for KOing foes. Arguably Fox's best KO move. Best [[Space animals|Space Animal]] upsmash.|| {{ChargedSmashDmgSSBB|17}} in front.
|[[Peach]]||Jabs her hand upwards while twirling.
|-
|-
|{{SSBB|Falco}} || Just like Fox's, only weaker. Can be used as a sliding DACUS. The knockback is entirely dependent on where it hits; strong vertical knockback in the front, fairly low horizontal knockback in the rear. Moderately high knockback. It is also possible to combo a silent laser (see below) into either a normal or boosted up smash for a KO, provided the laser is close enough.|| {{ChargedSmashDmgSSBB|14}}.
|[[Pichu]]||Headbutts above itself.
|-
|-
|{{SSBB|Wolf}} || Does a flipping scissor kick above his head. Can be used as a sliding DACUS. This move hits twice: the first hit usually pushes the opponent into the second. Wolf's Up Smash can be used in a DACUS. It has a small sweetspot on his body that deals the same damage as the main hitbox on his legs, but is much more powerful and sends opponents on a horizontal trajectory instead. Landing this sweetspot is very difficult, though, and is mostly luck-based, as it is landed most of the time when the opponent does a rolling dodge past the first hitbox and into Wolf's body. It is also sometimes landed during a DACUS. It is also interesting to note that this sweetspot KOs even quicker than Wolf's down smash (though the down smash does have slightly higher knockback scaling).|| First hit, {{ChargedSmashDmgSSBB|6}}, second hit, {{ChargedSmashDmgSSBB|12}}.
|[[Pikachu]]||Performs a backflipping tail-flick above itself.
|-
|-
|{{SSBB|Captain Falcon}} || Kicks upwards twice. Good knockback for a up smash, especially for a multi-hit up smash. This is one of Falcon's best moves due to the good vertical range, power, damage output, its usefulness as a running up smash (due to Captain Falcon's very fast dash speed), and juggling ability. It has very poor horizontal reach, which can make it difficult to land on grounded opponents, but the horizontal disjoint makes the range better than it looks and using it during a dash can help with this problem.||{{ChargedSmashDmgSSBB|21}} if both hits connect.
|[[Piranha Plant]]||Stretches its stem outwards and chomps above itself.
|-
|-
|{{SSBB|Pikachu}} || Flips over, hitting with its tail. Similar to Fox's, but with less range and less power, but it's faster.|| {{ChargedSmashDmgSSBB|14}}
|[[Pit]]||Spins while slashing above himself three times.
|-
|-
|{{SSBB|Squirtle}} || Slams hands onto the ground, sending twin geysers into the air. A powerful vertical finisher, this is Squirtle's most powerful attack. Hits on frame 19 and 25.|| {{ChargedSmashDmgSSBB|16}} if both hits connect.
|[[Pyra]]||Spins the Aegis Sword above herself.
|-
|-
|{{SSBB|Ivysaur}} || Powder erupts from his bulb. Strongest Up Smash in terms of power, being able to KO at percentages as low as 32%, but suffers from long startup lag.|| {{ChargedSmashDmgSSBB|17}}
|[[R.O.B.]]||Performs a handstand and unleashes a large upwards blast of fire from his thrusters.
|-
|-
|{{SSBB|Charizard}} || Slashes upward with both wings. Decent knockback; maximum damage is given if both wings strike. Initial wing-swipe is very fast, making running up-smashes very effective.||{{ChargedSmashDmgSSBB|5}} first hit, {{ChargedSmashDmgSSBB|11}} second hit.
|[[Richter]]||Cracks the Vampire Killer straight upwards for a very long-ranged attack.
|-
|-
|{{SSBB|Lucario}} || Punches upwards with blue aura energy. Damages enemies in front and behind of Lucario, with the attack having an exceptional amount of active frames (lasting until nearly the end of the move). It's a great anti-air attack. Hitbox to the sides is greater when opponent is behind Lucario than in front of him.|| {{ChargedSmashDmgSSBB|8}} minimum power, {{ChargedSmashDmgSSBB|18}} max power.
|[[Ridley]]||Performs a frontflip and rakes above himself with his claws as he lands from it.
|-
|-
|{{SSBB|Jigglypuff}} || Headbutts above itself. Can be used as a sliding DACUS.|| {{ChargedSmashDmgSSBB|15}} in the back, {{ChargedSmashDmgSSBB|13}} in the front.
|[[Robin]]||Swings the equipped blade into an upwards position.
|-
|-
|{{SSBB|Marth}} || Stabs his sword above his head. When Marth hits someone at low percentages with his running up smash, it sends his opponent on a bizarre horizontal trajectory with very high base knockback. This is very effective at setting up edgeguard situations at low percentages, especially since Marth is arguably one of the best edgeguarders in the game. On a interesting note, Marth's up smash only sends opponents at low to mid percentages horizontally. Its slide smash is very long, due to Marth's low [[traction]]. Once they approach 70%, it only sends opponents vertically, no matter what part of the up smash connects.|| Does {{ChargedSmashDmgSSBB|14}} untipped, {{ChargedSmashDmgSSBB|17}} tipped. Contains disjointed hitboxes along Marth's body that send opponents into the stronger hitboxes along Marth's sword and deal an extra {{ChargedSmashDmgSSBB|4}} damage.
|[[Rosalina]] & [[Luma]]||''Rosalina:'' Leans forwards, then gravitationally swings herself backwards for an arcing headbutt.<br/>''Luma:'' Throws a quick one-foot backflipping kick.
|-
|-
|{{SSBB|Ike}} || Swings sword above his head. Covers great range and is powerful, but incredibly laggy like almost all of Ike's other attacks.|| {{ChargedSmashDmgSSBB|17}}
|[[Roy]]||Jabs the Binding Blade upwards while releasing a stream of flame from it, ending in an explosion.
|-
|-
|{{SSBB|Ness}} || Does an "Around the World" with his yo-yo, arcing it above him. Weaker than most Up Smashes. Yo-yo can also damage while charging up. Interestingly, when it's 'charging', it doesn't increase in damage or knockback.||Does 4% while charging, 9% on opponents in front on the ground, 13% on opponents in the air or behind Ness.
|[[Ryu]]||Performs a crouching uppercut.
|-
|-
|{{SSBB|Lucas}} || Releases an extremely powerful blast of PSI above him. Has a surprisingly far range above Lucas. Second strongest up smash in the game, but very high start-up and ending lag.||A hit of {{ChargedSmashDmgSSBB|2}} (does not connect if opponent is far away), then {{ChargedSmashDmgSSBB|19}}, up to {{ChargedSmashDmgSSBB|21}}.  
|[[Samus]]||Unleashes a front-to-back arc of five plasma blasts from her arm cannon above herself.
|-
|-
|{{SSBB|Mr. Game & Watch}} || Headbutt: Headbutts above him wearing a scuba helmet from Octopus. Has a fair amount of start-up lag.||{{ChargedSmashDmgSSBB|18}}
|[[Sephiroth]]||Swings Masamune above himself in a front-to-back arc.
|-
|-
|{{SSBB|Snake}} || Fires a mortar into the air; more charge, more distance. Can be used as a sliding DACUS, which is probably the most well-known DACUS of all characters. The movement of the shell is almost entirely vertical, but there is a varying small amount of random horizontal movement. The shell has high base knockback but very low knockback scaling, making it unreliable as a KO move, though the angles it hits at can sometimes make the opponent not sure where to DI for relatively early kills. Charging the up smash does not increase its power, but it increases the speed at which the shell is fired, making it go higher. When fully charged, it travels great distances, almost the entire height of the 'large' stage builder area, making it have by far the greatest vertical reach of any attack. The shell explodes if it makes contact with a ceiling, an opponent, a wall, or the ground no matter what direction it's moving in. The action of slamming down the mortar has a hitbox that produces very weak vertical knockback that knocks opponents into the mortar's line of fire.||The shell hitbox does 10%, while the mortar hitbox does 4%.
|[[Sheik]]||Holds her hands upwards together, then fiercely swipes downwards and outwards with them.
|-
|-
|{{SSBB|Sonic}} || Jumps into the air, spinning in a ball. Has a few invincibility frames. Low knockback, though last hits can [[Meteor Smash]]. Can be used as a sliding DACUS.|| {{ChargedSmashDmgSSBB|14}} if all hits connect.
|[[Shulk]]||Slams the Monado onto the ground pommel-first and then releases its light blade for a follow-up attack.
|}
 
==List of up smashes in ''[[Super Smash Bros. 4]]''==
{|class="wikitable sortable"
!Character
!Description
!Damage
|-
|-
|{{SSB4|Mario}} || Mario headbutts upward. Has fast start-up lag and its ending lag is rather low as well. It does have good base knockback and knockback scaling, but its KO power is rather average for an up-smash. This is Mario's only reliable finisher outside his forward smash, and it is his only attack that can KO vertically under 150%. ||{{ChargedSmashDmgSSBB|14}}
|[[Simon]]||Cracks the Vampire Killer straight upwards for a very long-ranged attack.
|-
|-
|{{SSB4|Luigi}} || Luigi headbutts upward, similar to Mario's Up Smash, but it has higher knockback and sends foes on a more diagonal trajectory behind him. Can slide if Luigi dashes a few frames after charging it, which slides slower than Mario, but slides farther.|| {{ChargedSmashDmgSSBB|15}} stronger hitbox. The weaker hitbox will do {{ChargedSmashDmgSSBB|12}}.
|[[Snake]]||Slams a mortar onto the ground in front of himself and then fires a long-ranged upwards bomb from it.
|-
|-
|{{SSB4|Peach}} || Thrusts her arm up quickly. Very powerful when sweetspotted, but very weak when not sweetspotted. If Peach sweetspotted (Peach's body, as opposed to the arm) an opponent with a fully charged up smash, it can KO at around 55%.||{{ChargedSmashDmgSSBB|17}} body, {{ChargedSmashDmgSSBB|15}} arm, {{ChargedSmashDmgSSBB|8}} sides. When late, {{ChargedSmashDmgSSBB|12}} body, {{ChargedSmashDmgSSBB|10}} arm.  
|[[Sonic]]||Jumps up and turns into his ball form to strike multiple times.
|-
|-
|{{SSB4|Bowser}} || Hops into the air, hitting with his shell. Hitting with the sides of the attack does less damage. Opponents who only shield his jump may be hit by his landing (this only applies to grounded opponents). Very high knockback.||Hit one, {{ChargedSmashDmgSSBB|20}} shell, {{ChargedSmashDmgSSBB|15}} head/tail. Hit two, {{ChargedSmashDmgSSBB|12}} shell, {{ChargedSmashDmgSSBB|10}} head/tail.
|[[Sora]]||Thrusts his Keyblade upward, emitting a brief flash of light.
|-
|-
|{{SSB4|Donkey Kong}} || Claps overhead. Small hitbox that usually only hits foes directly above him, but great power and fairly fast.|| {{ChargedSmashDmgSSBB|18}}
|[[Squirtle]]||Fires off a pair of watery geysers, covering its body.
|-
|-
|{{SSB4|Diddy Kong}} || Does a weird cartwheel in place, hitting three times. Not very powerful (weakest in the game), but a decent combo move. Can be used as a sliding DACUS.|| {{ChargedSmashDmgSSBB|5}} first two hits, {{ChargedSmashDmgSSBB|6}} third hit, {{ChargedSmashDmgSSBB|16}} all three.
|[[Steve]]||Places a magma block above him, before destroying it with his pickaxe.
|-
|-
|{{SSB4|Yoshi}} || Performs a backflip, unleashing the fury of his foot, similar to kirby's. sweetspot at the beginning of the move.|| {{|14%(sweetspot)uncharged.19%(sweetspot) charged, 12%(sourspot) uncharged,16%(sourspot) charged}}
|[[Terry]]||Performs a crouching uppercut.
|-
|-
|{{SSB4|Wario}} || Headbutts upward, hitting once similar to [[mario (SSB4)|Mario]] but is stonger and has a bit more ending lag Can be used as a sliding [[DACUS]].|| {{|16 uncharged,22 charged}}
|[[Toon Link]]||Jumps and swings his sword in a wide upwards arc.
|-
|-
|{{SSB4|Link}} || Slashes over his head three times. Third hit has most knockback, but first two hits can be smash DI'ed out of. Can be used as a sliding DACUS.|| {{ChargedSmashDmgSSBB|17}} if all hits connect.
|[[Villager]]||Crouches while detonating a fountain firework.
|-
|-
|{{SSB4|Zelda}} || Waves her hand above her head with magical energy. Comes out quickly, pulls opponents in and has a lot of hits, not to mention the great damage and knockback.|| {{ChargedSmashDmgSSBB|15}} if all hits connect.
|[[Wario]]||{{GameIcon|SSBB}} Inflates his head and spins around to strike upwards with it multiple times.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} He inflates his head and performs a headbutt.
|-
|-
|{{SSB4|Sheik}} || Pulls with both hands to her sides in a downward way. Two hits without any noticeable animation and first hit can lead into the second at low percents. Does a great deal of damage and knockback when sweetspotted. Can be used as a sliding DACUS.||Body (hits first), {{ChargedSmashDmgSSBB|17}} Wind, {{ChargedSmashDmgSSBB|12}}, up to {{ChargedSmashDmgSSBB|29}}.
|[[Wii Fit Trainer]]||Performs the tree yoga pose, striking upwards with a double spear hand.
|-
|-
|{{SSB4|Ganondorf}} || Kicks once, but it hits all the way to the ground. Has a huge amount of IASA Frames in Brawl. Sweetspot is on the foot.||{{ChargedSmashDmgSSBB|19}} leg, {{ChargedSmashDmgSSBB|22}} foot.
|[[Wolf]]||Swings his legs outwards around himself, then performs a jumping scissor kick for a second hit.
|-
|-
|{{SSB4|Toon Link}} || Slashes above his head once with his sword. It has good Star KO potential, and its decent speed and range make it a good choice to execute during a dash.|| {{ChargedSmashDmgSSBB|15}}
|[[Yoshi]]||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}} Headbutts upwards.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs a quick backflipping kick.
|-
|-
|{{SSB4|Samus}} || Uses arm cannon and shoots fire above her head, hitting five times. the final hit has moderate knockback, does a lot of damage if all hits connect. Can be used as a sliding DACUS.||Does {{ChargedSmashDmgSSBB|4}} for each hit, dealing {{ChargedSmashDmgSSBB|23}} if all hits connect.  
|[[Young Link]]||Performs a three-hitting combo of spinning, arcing slashes with the Kokiri Sword.
|-
|-
|{{SSB4|Zero Suit Samus}} || Twirls her whip above her head. Doesn't have much startup lag and has great vertical range. Great for racking up damage. Only the tip does a lot of knockback.||{{ChargedSmashDmgSSBB|12}} if all hits connect.  
|[[Zelda]]||Waves her hand back and forth above herself while unleashing a stream of magic from it for several hits.
|-
|-
|{{SSB4|Pit}} || Slashes above him with both of his swords. Faster, but less knockback than something like Link's, and with more vertical range and less horizontal. All the knockback is in the last slash; the other two have reverse knockback, sucking the opponent closer to set up for the final slash. If the player hits with only the first slash of this attack, it is actually a spike. However, this is extremely difficult to pull off. Has a start-up of 6 frames. ||{{ChargedSmashDmgSSBB|18}} if all hits connect. 13% uncharged
|[[Zero Suit Samus]]||Spins while twirling her plasma whip upwards in a tornado-like fashion.
|}
|}


==Notable up smashes include==  
==Notable up smashes ==  
*{{SSBB|Peach}}'s up smash has the highest KO potential of all of Peach's attacks at 55%, if sweetspotted (Peach's body, as opposed to the arm) depending on the stage. Her up smash is the fifth strongest in the game.
*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]].
*{{SSBB|Olimar}}'s up smash when fully charged with purple Pikmin is the fourth strongest up smash in the game.  
*[[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 possesses surprising KO potential for its low startup lag. His up smash is the third strongest in the game.
*[[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.
*{{SSBB|Lucas}}'s up smash has a surprisingly far range above Lucas and its range is wide enough to hit two character lengths to the side of him. It is also the second strongest up smash.
*{{SSBM|Roy}}’s up smash in ''Melee'' can [[spike]] when an airborne opponent is hit with the tip of the sword in its first few frames. The attack, however, is impractical for edgeguarding, as the spiking hitbox is small and has a short duration.
*{{SSBB|Ivysaur}}'s up smash can KO at 32% and is the strongest up smash in the game.
*[[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.  
*[[Ness]]'s up smash has unique properties (similar to his down smash) by which it can be charged. Rather than at the beginning of the attack, the smash attack is charged up in the middle of the attack, but only if Ness's Yo-yo comes to rest on a flat surface. Charging the smash does not increase damage or knockback, but opponents can be damaged by the yoyo while it is charging.
*[[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.
*[[Roy]]: Similar to Marth's, but has a fire effect. Can [[spike]] if enemy is hit on the sword's tip during the start of the attack.
*[[Inkling]]'s up smash covers opponents in {{b|ink|status}}.
*[[Pit]], [[Zelda]], and [[Sonic]]: The only three up smashes in the entire series to [[Meteor Smash]], though as mentioned above Roy's is a spike.
*[[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''.
*{{SSBM|Dr. Mario}}'s up smash is the only move in his arsenal that is weaker in knockback than {{SSBM|Mario}}'s
*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.
*[[Ganondorf]]'s up smash is the most damaging up smash in ''Melee'' if it is fully charged and both kicks hit. His up smash has been [[nerfed]] in ''Brawl'', as it doesn't deal the most damage of all up smashes and only deals one kick.
**{{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.
*Charging {{SSBB|Snake}}'s up smash does not increase damage or knockback; instead, it increases vertical reach. Snake's up smash is also the furthest reaching [[DACUS]], sliding 3/4 the length of {{SSBB|Final Destination}}.
*{{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.
*{{SSB4|Palutena}}'s up smash has the most vertical reach.
*[[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.
*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.
*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 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 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>File:Falcon-usmash.jpg|The first hit of Captain Falcon's up smash in ''Melee''.
<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: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.
File:Link Up Smash.png|Link's up smash in ''Brawl''.
File:Link Up Smash.png|Link's up smash in ''Brawl''.
File:Kirby Up smash SSB.png|Kirby's up smash in ''SSB''.
File:Lucario up smash.JPG|Lucario's up smash in ''SSB4''.
</gallery>
</gallery>
==See also==
==See also==
*[[Forward smash]]
*[[Forward smash]]
*[[Down smash]]
*[[Down smash]]
*[[Up smash/Knockback chart]]


{{Attacks}}
{{Attacks}}


[[Category:Game Controls]]
[[Category:Game controls]]
[[Category:Up smashes|*]]
[[Category:Smash attacks]]
[[es:Ataque Smash hacia arriba]]

Latest revision as of 21:33, May 10, 2024

Roy's up smash in Melee.
Wii Fit Trainer's up smash in Smash 4, after being charged briefly.

An up smash (abbreviated u-smash) (上スマッシュ攻撃, 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, 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-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.

From Brawl onwards, jump-canceling to perform a running up smash is unnecessary, and the turn-around animation can be jump-canceled into a reversed up smash. In Ultimate, jump-canceling is not required for up smashes out of shield, and can now be done instantly; additionally, all grounded moves can be canceled from a dash, which lower the utility of some out of shield up smashes.

List of up smashes[edit]

Character Description
Banjo & Kazooie Performs a vertically inverted Bill Drill, in which Banjo rapidly spins on the ground while Kazooie jabs upward with her beak.
Bayonetta Uses her Wicked Weaves to summon Madama Butterfly's fist for an uppercut in front of herself.
Bowser Hops up with his back facing upwards to strike with his shell.
Bowser Jr. Performs a handstand, then activates the Junior Clown Car's propeller to strike with it.
Byleth Swings the Sword of the creator in its whip form above themself to hit multiple times.
Captain Falcon Super Smash Bros. Performs a spinning uppercut with his elbow.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Throws an upwards 540 kick.
Charizard Slashes upwards with its leading wing, then its following one immediately after.
Chrom An upward thrust with Falchion, which releases a stream of razor-like magic from it, ending in an outwards burst.
Cloud Performs an upward-arcing swing in front of himself with the Buster Sword.
Corrin Crouches and braces their arms on either side of their head before transforming them into draconic lances and stabbing straight upwards.
Daisy Jabs her hand upwards while twirling.
Dark Pit Spins while slashing above himself three times.
Dark Samus Unleashes a front-to-back arc of five Phazon blasts from her arm cannon above herself.
Diddy Kong Super Smash Bros. Brawl Slaps the opponent, then kicks twice starting from behind as he completes the spin.
Super Smash Bros. 4Super Smash Bros. Ultimate Slaps the opponent, then kicks the opponent as it leads straight into a jumping uppercut starting from the front as he completes the spin.
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.
Duck Hunt The duo crouch while the unseen gunman fires off a combo of three shots directly above them.
Falco Super Smash Bros. MeleeSuper Smash Bros. Brawl Performs a quick backflipping kick.
Super Smash Bros. 4Super Smash Bros. Ultimate Throws a modified upwards butterfly kick.
Fox Performs a quick backflipping kick.
Ganondorf Super Smash Bros. Melee Throws an upwards butterfly kick.
Super Smash Bros. BrawlSuper Smash Bros. 4 Leans back and performs a straight-upwards stretch kick.
Super Smash Bros. Ultimate Swings the SpaceWorld 2000 sword in a wide front-to-back arc above himself.
Greninja Jabs two water blades upwards in a backwards grip followed by a downward slash for a second hit.
Hero Stabs straight upwards with his sword.
Ice Climbers Swing their hammers in an inwards arc above themselves.
Ike Swings Ragnell in a large arc over his head, slamming it onto the ground behind him.
Incineroar Performs an upward double ax-handle.
Inkling Swings an Ink Blaster upwards to strike with its barrel, setting up for a close-range explosion of ink.
Isabelle Blows a whistle and erects a stop sign in front of herself.
Ivysaur Plants its feet while releasing an explosion of pollen from the bulb on its back.
Jigglypuff Headbutts above itself.
Joker Performs a jumping inward slash with his knife.
Kazuya Uppercuts in his demon form.
Ken Performs a crouching uppercut.
King Dedede Swings his hammer in a front-to-back arc above his head.
King K. Rool Hops straight upwards to strike with his head, then falls back down belly-first into a comical plank before he gets back up.
Kirby Performs a quick backflipping kick.
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 10 that has a flame effect.
Lucario Crouches, then thrusts its palms straight upwards alongside a blast of aura.
Lucas Holds his arms together, then swings them apart from himself while releasing an enormous upwards-traveling PSI spark.
Lucina Stabs straight upwards with Parallel Falchion.
Luigi Plants his feet and headbutts strongly above himself from back to front.
Mario Plants his feet and headbutts strongly above himself from back to front.
Marth Stabs straight upwards with Falchion.
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.
Mewtwo Holds its palm upwards, unleashing a swirl of powerful dark energy for multiple hits.
Mii Brawler Performs a quick backflipping kick.
Mii Gunner Unleashes five fiery cannon blasts in a front-to-back upwards arc.
Mii Swordfighter Jumps up and performs a set of spinning slashes.
Min Min A somersault kick that can reflect projectiles.
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.
Olimar Points upwards, commanding his leading Pikmin to perform a jumping full-body tackle straight upwards.
Pac-Man Performs an uppercut, then immediately opens his palm to release Inky.
Palutena Raises her staff to project a colossal beam of light straight upwards.
Peach Jabs her hand upwards while twirling.
Pichu Headbutts above itself.
Pikachu Performs a backflipping tail-flick above itself.
Piranha Plant Stretches its stem outwards and chomps above itself.
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.
Richter Cracks the Vampire Killer straight upwards for a very long-ranged attack.
Ridley Performs a frontflip and rakes above himself with his claws as he lands from it.
Robin Swings the equipped blade into an upwards position.
Rosalina & Luma Rosalina: Leans forwards, then gravitationally swings herself backwards for an arcing headbutt.
Luma: Throws a quick one-foot backflipping kick.
Roy Jabs the Binding Blade upwards while releasing a stream of flame from it, ending in an explosion.
Ryu Performs a crouching uppercut.
Samus Unleashes a front-to-back arc of five plasma blasts from her arm cannon above herself.
Sephiroth Swings Masamune above himself in a front-to-back arc.
Sheik Holds her hands upwards together, then fiercely swipes downwards and outwards with them.
Shulk Slams the Monado onto the ground pommel-first and then releases its light blade for a follow-up attack.
Simon Cracks the Vampire Killer straight upwards for a very long-ranged attack.
Snake Slams a mortar onto the ground in front of himself and then fires a long-ranged upwards bomb from it.
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.
Steve Places a magma block above him, before destroying it with his pickaxe.
Terry Performs a crouching uppercut.
Toon Link Jumps and swings his sword in a wide upwards arc.
Villager Crouches while detonating a fountain firework.
Wario Super Smash Bros. Brawl Inflates his head and spins around to strike upwards with it multiple times.
Super Smash Bros. 4Super Smash Bros. Ultimate He inflates his head and performs a headbutt.
Wii Fit Trainer Performs the tree yoga pose, striking upwards with a double spear hand.
Wolf Swings his legs outwards around himself, then performs a jumping scissor kick for a second hit.
Yoshi Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. Brawl Headbutts upwards.
Super Smash Bros. 4Super Smash Bros. Ultimate Performs a quick backflipping kick.
Young Link Performs a three-hitting combo of spinning, arcing slashes with the Kokiri Sword.
Zelda Waves her hand back and forth above herself while unleashing a stream of magic from it for several hits.
Zero Suit Samus Spins while twirling her plasma whip upwards in a tornado-like fashion.

Notable up smashes[edit]

  • 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.
  • 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.
  • 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.
  • Roy’s up smash in Melee can spike when an airborne opponent is hit with the tip of the sword in its first few frames. The attack, however, is impractical for edgeguarding, as the spiking hitbox is small and has a short duration.
  • 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.
  • 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.
  • Inkling's up smash covers opponents in ink.
  • 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 spikes, 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.
    • 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.
  • 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, 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, 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.
  • 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 update 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 four non-special moves with this property (along with Ness and Lucas's forward smashes and Kazuya's Left Splits Kick).

Gallery[edit]

See also[edit]