Dark Samus (SSBU)/Up smash: Difference between revisions
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Dark Samus shoots 5 consecutive blasts above herself. The move's high hitboxes give it trouble catching smaller characters on the ground. | Dark Samus shoots 5 consecutive blasts above herself. The move's high hitboxes give it trouble catching smaller characters on the ground. | ||
==Update History== | ==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}}''' | '''{{GameIcon|ssbu}} {{SSBU|7.0.0}}''' | ||
*{{buff|Up smash's last hit has more knockback scaling (150 → 162), noticeably improving its KO potential.}} | *{{buff|Up smash's last hit has more knockback scaling (150 → 162), noticeably improving its KO potential.}} | ||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} |
Revision as of 21:56, May 20, 2020
Overview
Dark Samus shoots 5 consecutive blasts above herself. The move's high hitboxes give it trouble catching smaller characters on the ground.
Update History
- 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
Timing
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 |
|