Up smash: Difference between revisions
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m (→List of up smashes in Super Smash Bros. 4: Updated section.) |
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!Damage | !Damage | ||
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|{{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.|| {{ChargedSmashDmgSSB4|20}} (hit 1 shell), {{ChargedSmashDmgSSB4|15}} (hit 1 sides), {{ChargedSmashDmgSSB4|6}} ( | |{{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. ||{{ChargedSmashDmgSSB4|20}} (hit 1 shell), {{ChargedSmashDmgSSB4|15}} (hit 1 sides), {{ChargedSmashDmgSSB4|6}} (landing) | ||
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|{{SSB4|Bowser Jr.}} || Flips upside down and attacks with the Junior Clown Car's spinning propeller.|| {{ChargedSmashDmgSSB4|1. | |{{SSB4|Bowser Jr.}} ||Flips upside down and attacks with the Junior Clown Car's spinning propeller. ||{{ChargedSmashDmgSSB4|1}} (hit 1), {{ChargedSmashDmgSSB4|1.3}} (hits 2-5), {{ChargedSmashDmgSSB4|1}} (hit 6), {{ChargedSmashDmgSSB4|6}} (hit 7) | ||
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|{{SSB4|Captain Falcon}} || Performs a spinning double hop-kick. A potent move with little start-up lag. One of Captain 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.|| {{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|6}} (hit 1), {{ChargedSmashDmgSSB4|13}}/{{ChargedSmashDmgSSB4|12}} (hit 2) | |{{SSB4|Captain Falcon}} ||Performs a spinning double hop-kick. A potent move with little start-up lag. One of Captain 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. ||{{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|6}} (hit 1), {{ChargedSmashDmgSSB4|13}}/{{ChargedSmashDmgSSB4|12}} (hit 2) | ||
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|{{SSB4|Charizard}} || Slashes upward with both wings. Decent knockback; maximum damage is given if both wings strike | |{{SSB4|Charizard}} ||Slashes upward with both wings. Decent knockback; maximum damage is given if both wings strike. Both hits do not link very well. ||{{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2) | ||
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|{{SSB4|Dark Pit}} || Identical to Pit's.|| {{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|8}} (hit 3) | |{{SSB4|Dark Pit}} ||Identical to Pit's. ||{{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|8}} (hit 3) | ||
|- | |- | ||
|{{SSB4|Diddy Kong}} || Hops briefly and performs a stationary cartwheel. The attack's vertical reach is greater and his hands now form a punch.|| {{ChargedSmashDmgSSB4|2.5}} (hits 1-2), {{ChargedSmashDmgSSB4|6}} (hit 3) | |{{SSB4|Diddy Kong}} ||Hops briefly and performs a stationary cartwheel. The attack's vertical reach is greater and his hands now form a punch. ||{{ChargedSmashDmgSSB4|2.5}} (hits 1-2), {{ChargedSmashDmgSSB4|6}} (hit 3) | ||
|- | |- | ||
|{{SSB4|Donkey Kong}} || Performs a very powerful clap above his head. Small hitbox that usually only hits foes directly above him, but has great power and fairly fast.|| {{ | |{{SSB4|Donkey Kong}} ||Performs a very powerful clap above his head. Small hitbox that usually only hits foes directly above him, but has great power and fairly fast. Donkey Kong's head and arms are intangible while the hitboxes are out. ||{{ChargedSmashDmgSSB4|18}} | ||
|- | |- | ||
|{{SSB4|Dr. Mario}} || Identical to Mario's but sends opponents in a more horizontal angle like Luigi.|| {{ChargedSmashDmgSSB4|15.68}} | |{{SSB4|Dr. Mario}} ||Identical to Mario's but sends opponents in a more horizontal angle like Luigi. ||{{ChargedSmashDmgSSB4|15.68}} | ||
|- | |- | ||
|{{SSB4|Duck Hunt}} || The dog looks upwards, signalling the player to fire the Zapper upwards 3 times, scaring the duck and dog into ducking.|| {{ChargedSmashDmgSSB4|2. | |{{SSB4|Duck Hunt}} || The dog looks upwards, signalling the player to fire the Zapper upwards 3 times, scaring the duck and dog into ducking.|| {{ChargedSmashDmgSSB4|2}} (hit 1), {{ChargedSmashDmgSSB4|2.4}} (hit 2), {{ChargedSmashDmgSSB4|10}} (hit 3) | ||
|- | |- | ||
|{{SSB4|Falco}} || Does a backflip, kicking out with both feet. Hits twice with moderate knockback.|| {{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|12}} (hit 2) | |{{SSB4|Falco}} ||Does a backflip, kicking out with both feet. Hits twice with moderate knockback. ||{{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|12}} (hit 2) | ||
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|{{SSB4|Fox}} || Flip Kick: performs a flipkick which loses strength the farther it is into the animation.|| {{ChargedSmashDmgSSB4|16}} (clean), {{ChargedSmashDmgSSB4|11}} | |{{SSB4|Fox}} ||Flip Kick: performs a flipkick which loses strength the farther it is into the animation. Fox's head is intangible while the hitboxes are out. ||{{ChargedSmashDmgSSB4|16}} (clean sweetspot), {{ChargedSmashDmgSSB4|14}} (clean sourspot), {{ChargedSmashDmgSSB4|11}} (late) | ||
|- | |- | ||
|{{SSB4|Ganondorf}} || Forcefully swings his leg up. Has some start-up but surprisingly little cool down for its power because of its [[interruptibility]], making it a good move to bait opponents with. Extremely powerful when used against aerial opponents, capable of KOing under 100%. Has small hitbox directly in front of him if he is too far away for the kick to hit.||{{ | |{{SSB4|Ganondorf}} ||Forcefully swings his leg up. Has some start-up but surprisingly little cool down for its power because of its [[interruptibility]], making it a good move to bait opponents with. Extremely powerful when used against aerial opponents, capable of KOing under 100%. Has small hitbox directly in front of him if he is too far away for the kick to hit. ||{{ChargedSmashDmgSSB4|21}} (leg), {{ChargedSmashDmgSSB4|24}} (foot) | ||
|- | |- | ||
|{{SSB4|Greninja}} || Slashes above (via a double stab) and to the side (with an outward rip) with two water swords both in reverse grip in an outwards arc.|| {{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|14}} (hit 2 clean center), {{ChargedSmashDmgSSB4|11}} (hit 2 clean sides), {{ChargedSmashDmgSSB4|10}} (hit 2 late) | |{{SSB4|Greninja}} ||Slashes above (via a double stab) and to the side (with an outward rip) with two water swords both in reverse grip in an outwards arc. ||{{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|14}} (hit 2 clean center), {{ChargedSmashDmgSSB4|11}} (hit 2 clean sides), {{ChargedSmashDmgSSB4|10}} (hit 2 late) | ||
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|{{SSB4|Ike}} || Swings his sword in a wide arc over his head. One of the slowest up smashes in the game, startup and endlag wise but has extremely high base knockback making it almost guaranteed to KO opponents at low percents. Great arc range.|| {{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|10}} (late) | |{{SSB4|Ike}} ||Swings his sword in a wide arc over his head. One of the slowest up smashes in the game, startup and endlag wise but has extremely high base knockback making it almost guaranteed to KO opponents at low percents. Great arc range. ||{{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|10}} (late) | ||
|- | |- | ||
|{{SSB4|Jigglypuff}} || Headbutts upward. Most effective if the foe is behind Jigglypuff.|| {{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|12}} (late) | |{{SSB4|Jigglypuff}} ||Headbutts upward. Most effective if the foe is behind Jigglypuff. ||{{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|12}} (late) | ||
|- | |- | ||
|{{SSB4|King Dedede}} || Swings his hammer over his head. It has slow start-up lag and even worse ending lag with rather average damage output for an up smash. Relatively slow compared to his up tilt, so it isn't used much.|| {{ChargedSmashDmgSSB4|14}} (hammer), {{ChargedSmashDmgSSB4|9}} (body) | |{{SSB4|King Dedede}} ||Swings his hammer over his head. It has slow start-up lag and even worse ending lag with rather average damage output for an up smash. Relatively slow compared to his up tilt, so it isn't used much. ||{{ChargedSmashDmgSSB4|14}} (hammer), {{ChargedSmashDmgSSB4|9}} (body) | ||
|- | |- | ||
|{{SSB4|Kirby}} || Backflips while doing an upward kick, similar to Fox's up smash. Deals more damage if the opponent is closer to Kirby.|| {{ChargedSmashDmgSSB4|15}}/{{ChargedSmashDmgSSB4| | |{{SSB4|Kirby}} ||Backflips while doing an upward kick, similar to Fox's up smash. Deals more damage if the opponent is closer to Kirby. ||{{ChargedSmashDmgSSB4|15}}/{{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|14}}/{{ChargedSmashDmgSSB4|12}} (mid) {{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|11}} (late) | ||
|- | |- | ||
|{{SSB4|Link}} || Slashes over his head three times. Third hit deals the most knockback. Has great KO potential at higher percentages.|| {{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|3}} (hit 2), {{ChargedSmashDmgSSB4| | |{{SSB4|Link}} ||Slashes over his head three times. Third hit deals the most knockback. Has great KO potential at higher percentages. ||{{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|3}} (hit 2), {{ChargedSmashDmgSSB4|9}}-{{ChargedSmashDmgSSB4|11}} (hit 3) | ||
|- | |- | ||
|{{SSB4|Little Mac}} || Punches above himself with an upwards swing. The first frame of the attack has a powerful sweetspot that deals | |{{SSB4|Little Mac}} ||Punches above himself with an upwards swing. The first frame of the attack has a powerful sweetspot that deals [[flame]] damage. Great for aerial protection or chasing down an opponent who bounces off the ground as they are almost guaranteed to be hit by the sweetspot of the move. ||{{ChargedSmashDmgSSB4|20}} (clean), {{ChargedSmashDmgSSB4|15}} (late) | ||
|- | |- | ||
|{{SSB4|Lucario}} || Fires two bursts of aura upwards. When both hits connect, are sweetspotted, fully charged, and Lucario is at full power, it is one of the strongest up smashes in the game and the most damaging smashes in the game, dealing 42% damage.|| {{AuraDamageSSB4|4|c}} (hit 1), {{AuraDamageSSB4|14|c}} (clean sweetspot hit 2), {{AuraDamageSSB4|12|c}} (clean sourspot hit 2), {{AuraDamageSSB4|9|c}} (late hit 2) | |{{SSB4|Lucario}} ||Fires two bursts of aura upwards. When both hits connect, are sweetspotted, fully charged, and Lucario is at full power, it is one of the strongest up smashes in the game and the most damaging smashes in the game, dealing 42% damage. ||{{AuraDamageSSB4|4|c}} (hit 1), {{AuraDamageSSB4|14|c}} (clean sweetspot hit 2), {{AuraDamageSSB4|12|c}} (clean sourspot hit 2), {{AuraDamageSSB4|9|c}} (late hit 2) | ||
|- | |- | ||
|{{SSB4|Lucas}} || Releases an eruption of PSI above him, with incredible power and distance. The strongest | |{{SSB4|Lucas}} ||Releases an eruption of PSI above him, with incredible power and distance. The strongest up smash in the game, but has immense startup and ending lag. ||{{ChargedSmashDmgSSB4|2}} (hit 1); {{ChargedSmashDmgSSB4|19}}, {{ChargedSmashDmgSSB4|18}}, {{ChargedSmashDmgSSB4|16}}, {{ChargedSmashDmgSSB4|14}}, or {{ChargedSmashDmgSSB4|12}} (clean to late hit 2) | ||
|- | |- | ||
|{{SSB4|Lucina}} || Identical to Marth's.|| {{ChargedSmashDmgSSB4|3}} (sides), {{ChargedSmashDmgSSB4| | |{{SSB4|Lucina}} ||Identical to Marth's. ||{{ChargedSmashDmgSSB4|3}} (sides), {{ChargedSmashDmgSSB4|14.25}} (blade), {{ChargedSmashDmgSSB4|17.25}} (center) | ||
|- | |- | ||
|{{SSB4|Luigi}} || | |{{SSB4|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. Luigi's head is intangible while the hitboxes are out. ||{{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|12}} (late) | ||
|- | |- | ||
|{{SSB4|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. One of Mario's many finishers. ||{{ | |{{SSB4|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. One of Mario's many finishers. Mario's head is intangible while the hitboxes are out. ||{{ChargedSmashDmgSSB4|14}} | ||
|- | |- | ||
|{{SSB4|Marth}} || Justice Sword: Stabs his sword upwards. The weak grounded hit can knock nearby opponents into the main attack.|| {{ChargedSmashDmgSSB4|3}} (sides), {{ChargedSmashDmgSSB4|13}} ( | |{{SSB4|Marth}} ||Justice Sword: Stabs his sword upwards. The weak grounded hit can knock nearby opponents into the main attack. ||{{ChargedSmashDmgSSB4|3}} (sides), {{ChargedSmashDmgSSB4|13}} (base), {{ChargedSmashDmgSSB4|17}} (tip) | ||
|- | |- | ||
|{{SSB4|Mega Man}} || Spark Shock: Mega Man turns both of his hands into electrodes, creating a powerful multi-hitting surge of electricity above him. Based on Spark Man's weapon from ''Mega Man 3''.|| {{ChargedSmashDmgSSB4|2}} (hit 1), {{ChargedSmashDmgSSB4|1.5}} (hits 2-6), {{ChargedSmashDmgSSB4|6}} (hit 7) | |{{SSB4|Mega Man}} ||Spark Shock: Mega Man turns both of his hands into electrodes, creating a powerful multi-hitting surge of electricity above him. Based on Spark Man's weapon from ''Mega Man 3''.|| {{ChargedSmashDmgSSB4|2}} (hit 1), {{ChargedSmashDmgSSB4|1.5}} (hits 2-6), {{ChargedSmashDmgSSB4|6}} (hit 7) | ||
|- | |- | ||
|{{SSB4|Meta Knight}} || Slashes above himself three times. Like Link's up smash, but much faster, with less range and less damage and knockback.|| {{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|4}} (hit 3) | |{{SSB4|Meta Knight}} ||Slashes above himself three times. Like Link's up smash, but much faster, with less range and less damage and knockback. ||{{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|4}} (hit 3) | ||
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|{{SSB4|Mewtwo}} || Extends its arm upwards, and conjures swirling dark energy. Can fail to hit small foes, but the final hit deals the highest knockback any of Mewtwo's smash attacks have, good for trapping airborne foes.|| {{ChargedSmashDmgSSB4|1}} (hits 1-6), {{ChargedSmashDmgSSB4|10}} (hit 7) | |{{SSB4|Mewtwo}} ||Extends its arm upwards, and conjures swirling dark energy. Can fail to hit small foes, but the final hit deals the highest knockback any of Mewtwo's smash attacks have, good for trapping airborne foes. ||{{ChargedSmashDmgSSB4|1}} (hits 1-6), {{ChargedSmashDmgSSB4|10}} (hit 7) | ||
|- | |- | ||
|{{SSB4|Mii Brawler}} || Performs a flip kick, similar to Fox's up smash.|| {{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|10}} (late)* | |{{SSB4|Mii Brawler}} ||Performs a flip kick, similar to Fox's up smash. ||{{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|10}} (late)* | ||
|- | |- | ||
|{{SSB4|Mii Gunner}} || Releases five bursts of fire in an arc above his/her head, similarly to Samus's up smash. Because of the Mii's height, it can trap opponents in the entire move much easier than Samus, who has trouble getting smaller characters in the blast.|| {{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2.5}} (hits 2-4), {{ChargedSmashDmgSSB4|6}} (hit 5)* | |{{SSB4|Mii Gunner}} ||Releases five bursts of fire in an arc above his/her head, similarly to Samus's up smash. Because of the Mii's height, it can trap opponents in the entire move much easier than Samus, who has trouble getting smaller characters in the blast. ||{{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2.5}} (hits 2-4), {{ChargedSmashDmgSSB4|6}} (hit 5)* | ||
|- | |- | ||
|{{SSB4|Mii Swordfighter}} || Jumps and performs a series of three corkscrewing slashes over him/herself before touching the ground, launching the enemy on the last hit, similar to Pit's up smash.|| {{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|3}} (hits 2-3), {{ChargedSmashDmgSSB4|7}} (hit 4)* | |{{SSB4|Mii Swordfighter}} ||Jumps and performs a series of three corkscrewing slashes over him/herself before touching the ground, launching the enemy on the last hit, similar to Pit's up smash. ||{{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|3}} (hits 2-3), {{ChargedSmashDmgSSB4|7}} (hit 4)* | ||
|- | |- | ||
|{{SSB4|Mr. Game & Watch}} || Headbutts upward while wearing the scuba helmet. Originates from "Octopus".|| {{ChargedSmashDmgSSB4|16}} | |{{SSB4|Mr. Game & Watch}} ||Headbutts upward while wearing the scuba helmet. Mr. Game & Watch's head is intangible while the hitboxes are active. Originates from "Octopus". ||{{ChargedSmashDmgSSB4|16}} | ||
|- | |- | ||
|{{SSB4|Ness}} || Swings his yo-yo upward, doing the "around the world" trick. The yo-yo will hit first in front of Ness for 9%, then swing in a circle, doing 13% for the rest of the move.|| {{ChargedSmashDmgSSB4|9}}-{{ChargedSmashDmgSSB4|13}} | |{{SSB4|Ness}} ||Swings his yo-yo upward, doing the "around the world" trick. The yo-yo will hit first in front of Ness for 9%, then swing in a circle, doing 13% for the rest of the move. ||{{ChargedSmashDmgSSB4|9}}-{{ChargedSmashDmgSSB4|13}} | ||
|- | |- | ||
|{{SSB4|Olimar}} || Commands a Pikmin to rocket upwards. The Pikmin has a disjointed hitbox that hits | |{{SSB4|Olimar}} ||Commands a Pikmin to rocket upwards. The Pikmin has a disjointed hitbox that hits opponents in front of Olimar. ||R: {{ChargedSmashDmgSSB4|15.6}} (clean near), {{ChargedSmashDmgSSB4|12}} (clean far), {{ChargedSmashDmgSSB4|13.2}} (late)<br/>YB: {{ChargedSmashDmgSSB4|13}} (clean near), {{ChargedSmashDmgSSB4|10}} (clean far), {{ChargedSmashDmgSSB4|11}} (late)<br/>W: {{ChargedSmashDmgSSB4|10.4}} (clean near), {{ChargedSmashDmgSSB4|8}} (clean far), {{ChargedSmashDmgSSB4|8.8}} (late)<br/>P: {{ChargedSmashDmgSSB4|18.2}} (clean near), {{ChargedSmashDmgSSB4|14}} (clean far), {{ChargedSmashDmgSSB4|15.4}} (late) | ||
|- | |- | ||
|{{SSB4|Pac-Man}} || Shoots Inky, the blue ghost, straight upward with moderate knockback with high ending lag.|| {{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|14}} (hit 2 clean), {{ChargedSmashDmgSSB4|8}} (hit 2 late) | |{{SSB4|Pac-Man}} ||Shoots Inky, the blue ghost, straight upward with moderate knockback with high ending lag. ||{{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|14}} (hit 2 clean), {{ChargedSmashDmgSSB4|8}} (hit 2 late) | ||
|- | |- | ||
|{{SSB4|Palutena}} || Conjures a blue beam of light from the ground in front of her, firing it high up into the air. Comes out quickly and has good KO potential. Excellent for edgeguarding. Can be used in a conjunction with a down throw by reading opponent's air dodge. It has thin horizontal range and high ending lag.|| {{ChargedSmashDmgSSB4|16}} (bottom), {{ChargedSmashDmgSSB4|12}} (middle), {{ChargedSmashDmgSSB4|9}} (top) | |{{SSB4|Palutena}} ||Conjures a blue beam of light from the ground in front of her, firing it high up into the air. Comes out quickly and has good KO potential. Excellent for [[edgeguarding]]. Can be used in a conjunction with a down throw by reading opponent's air dodge. It has thin horizontal range and high ending lag. ||{{ChargedSmashDmgSSB4|16}} (bottom), {{ChargedSmashDmgSSB4|12}} (middle), {{ChargedSmashDmgSSB4|9}} (top) | ||
|- | |- | ||
|{{SSB4|Peach}} || Thrusts her arm up quickly, creating a ribbon twirl effect. Very powerful knockback when sweetspotted, but very weak when not sweetspotted. || {{ChargedSmashDmgSSB4|15}} (body), {{ChargedSmashDmgSSB4|12}} (hand) | |{{SSB4|Peach}} ||Thrusts her arm up quickly, creating a ribbon twirl effect. Very powerful knockback when sweetspotted, but very weak when not sweetspotted. Peach's head and right arm are intangible while the hitboxes are out. ||Clean: {{ChargedSmashDmgSSB4|12}} (sides), {{ChargedSmashDmgSSB4|15}} (body), {{ChargedSmashDmgSSB4|17}} (hand)<br/>Late: {{ChargedSmashDmgSSB4|12}} (hand), {{ChargedSmashDmgSSB4|10}} (body) | ||
|- | |- | ||
|{{SSB4|Pikachu}} || A quick backflip while using its tail to attack. This move is slightly stronger when hit close during startup.|| {{ChargedSmashDmgSSB4|13}} (clean tail), {{ChargedSmashDmgSSB4|14}} (clean body), {{ChargedSmashDmgSSB4|11}} (mid), {{ChargedSmashDmgSSB4|7}} (late) | |{{SSB4|Pikachu}} ||A quick backflip while using its tail to attack. This move is slightly stronger when hit close during startup. ||{{ChargedSmashDmgSSB4|13}} (clean tail), {{ChargedSmashDmgSSB4|14}} (clean body), {{ChargedSmashDmgSSB4|11}} (mid), {{ChargedSmashDmgSSB4|7}} (late) | ||
|- | |- | ||
|{{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 range horizontally. 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.|| {{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|8}} (hit 3) | |{{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 range horizontally. 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. ||{{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|8}} (hit 3) | ||
|- | |- | ||
|{{SSB4|R.O.B.}} || Flips into a handstand and fires his burners upwards.|| {{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|14}} (hit 2 base), {{ChargedSmashDmgSSB4|13}} (hit 2 tip) | |{{SSB4|R.O.B.}} ||Flips into a handstand and fires his burners upwards. ||{{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|14}} (hit 2 base), {{ChargedSmashDmgSSB4|13}} (hit 2 tip) | ||
|- | |- | ||
|{{SSB4|Robin}} || An upward thrust with his/her sword. A viable close range punish but suffers from long endlag.|| Bronze: {{ChargedSmashDmgSSB4|9}}<br/>Levin: {{ChargedSmashDmgSSB4|16}} (clean sword), {{ChargedSmashDmgSSB4|10}} (clean body), {{ChargedSmashDmgSSB4|5}} (late) | |{{SSB4|Robin}} ||An upward thrust with his/her sword. A viable close range punish but suffers from long endlag. ||Bronze: {{ChargedSmashDmgSSB4|9}}<br/>Levin: {{ChargedSmashDmgSSB4|16}} (clean sword), {{ChargedSmashDmgSSB4|10}} (clean body), {{ChargedSmashDmgSSB4|5}} (late) | ||
|- | |- | ||
|{{SSB4|Rosalina & Luma}} || Quickly leans back and does an overhead swipe. Luma jumps up and does a headbutt. Both are fairly quick, but Luma's does very little damage. Has decent knockback and low ending lag.|| | |{{SSB4|Rosalina & Luma}} ||Quickly leans back and does an overhead swipe. Luma jumps up and does a headbutt. Both are fairly quick, but Luma's does very little damage. Has decent knockback and low ending lag. ||Rosalina: {{ChargedSmashDmgSSB4|12}}<br/>Luma: {{ChargedSmashDmgSSB4|6}} (clean), {{ChargedSmashDmgSSB4|5}} (late) | ||
|- | |- | ||
|{{SSB4|Roy}} || Flame Sword: Thrusts his sword skyward as it ignites in flames, forming an explosion on the final hit.|| {{ChargedSmashDmgSSB4|1}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hits 2-4), {{ChargedSmashDmgSSB4|10}} (hit 5) | |{{SSB4|Roy}} ||Flame Sword: Thrusts his sword skyward as it ignites in flames, forming an explosion on the final hit. ||{{ChargedSmashDmgSSB4|1}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hits 2-4), {{ChargedSmashDmgSSB4|10}} (hit 5) | ||
|- | |- | ||
|{{SSB4|Ryu}} || Performs a crouching uppercut, based off his crouching heavy punch in ''Street Fighter''. Slight endlag, and doesn't have much horizontal reach. A good finisher for his tap combos.|| {{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|13}} (late) | |{{SSB4|Ryu}} ||Performs a crouching uppercut, based off his crouching heavy punch in ''Street Fighter''. Slight endlag, and doesn't have much horizontal reach. A good finisher for his tap combos. ||{{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|13}} (late) | ||
|- | |- | ||
|{{SSB4|Samus}} || Cover Fire: Uses her arm cannon and fires five blasts above her head. Does a lot of damage if all hits connect.|| {{ChargedSmashDmgSSB4|3}} (hits 1-4), {{ChargedSmashDmgSSB4|6}} (hit 5) | |{{SSB4|Samus}} ||Cover Fire: Uses her arm cannon and fires five blasts above her head. Does a lot of damage if all hits connect. ||{{ChargedSmashDmgSSB4|3}} (hits 1-4), {{ChargedSmashDmgSSB4|6}} (hit 5) | ||
|- | |- | ||
|{{SSB4|Sheik}} || Raises her arms over her head and quickly brings them down to her sides. Her fingertips during the beginning of the move is the sweetspot and the downswing is the sourspot.|| {{ChargedSmashDmgSSB4|15}} (sweespot), {{ChargedSmashDmgSSB4|11}} (sourspot) | |{{SSB4|Sheik}} ||Raises her arms over her head and quickly brings them down to her sides. Her fingertips during the beginning of the move is the sweetspot and the downswing is the sourspot. ||{{ChargedSmashDmgSSB4|15}} (sweespot), {{ChargedSmashDmgSSB4|11}} (sourspot) | ||
|- | |- | ||
|{{SSB4|Shulk}} || Smashes the hilt of the Monado to the ground, causing the beam to strike and reveal itself upward. Like his forward smash, there are two hits to this move: The first being when Shulk slams the Monado down, and the second from the beam blade. The first hit has small horizontal range, but can easily connect to the second hit if it lands.|| {{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|13}} (hit 2) | |{{SSB4|Shulk}} ||Smashes the hilt of the Monado to the ground, causing the beam to strike and reveal itself upward. Like his forward smash, there are two hits to this move: The first being when Shulk slams the Monado down, and the second from the beam blade. The first hit has small horizontal range, but can easily connect to the second hit if it lands. ||{{ChargedSmashDmgSSB4|4.5}} (hit 1), {{ChargedSmashDmgSSB4|13.5}} (hit 2) | ||
|- | |- | ||
|{{SSB4|Sonic}} || Jumps and curls up into a spiky ball, hitting multiple times.|| {{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|1}} (hits 2-7), {{ChargedSmashDmgSSB4|3}} (hit 8) | |{{SSB4|Sonic}} ||Jumps and curls up into a spiky ball, hitting multiple times. ||{{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|1}} (hits 2-7), {{ChargedSmashDmgSSB4|3}} (hit 8) | ||
|- | |- | ||
|{{SSB4|Toon Link}} || Slashes above his head once with his sword. This move overall has good KO potential and one of Toon Link's finishers.|| {{ChargedSmashDmgSSB4|13}} (clean), {{ChargedSmashDmgSSB4|10}} (late) | |{{SSB4|Toon Link}} ||Slashes above his head once with his sword. This move overall has good KO potential and one of Toon Link's finishers. ||{{ChargedSmashDmgSSB4|13}} (clean), {{ChargedSmashDmgSSB4|10}} (late) | ||
|- | |- | ||
|{{SSB4|Villager}} || Detonates a fountain firework, creating an explosion above himself. Has a fairly large hitbox and pulls opponents to the center of the blast.|| {{ChargedSmashDmgSSB4|3}} (hit 1 on grounded opponents), {{ChargedSmashDmgSSB4|1}} (hits 2-5), {{ChargedSmashDmgSSB4|4}} (hit 6) | |{{SSB4|Villager}} ||Detonates a fountain firework, creating an explosion above himself. Has a fairly large hitbox and pulls opponents to the center of the blast. ||{{ChargedSmashDmgSSB4|3}} (hit 1 on grounded opponents), {{ChargedSmashDmgSSB4|1}} (hits 2-5), {{ChargedSmashDmgSSB4|4}} (hit 6) | ||
|- | |- | ||
|{{SSB4|Wario}} || Headbutts upward, hitting once similar to Mario's but is | |{{SSB4|Wario}} ||Headbutts upward, hitting once similar to Mario's but is stronger and has a bit more ending lag. Launches opponents directly upwards. Wario's head is intangible while the hitboxes are out. ||{{ChargedSmashDmgSSB4|16}} (clean), {{ChargedSmashDmgSSB4|13}} (late) | ||
|- | |- | ||
|{{SSB4|Wii Fit Trainer}} || Does the Tree pose. Has no horizontal hitbox, but has good vertical range and gives the Trainer some invincibility frames during the move's startup. The sweetspot is located at the Trainer's fingertips.|| {{ChargedSmashDmgSSB4|18}} ( | |{{SSB4|Wii Fit Trainer}} ||Does the Tree pose. Has no horizontal hitbox, but has good vertical range and gives the Trainer some invincibility frames during the move's startup. The sweetspot is located at the Trainer's fingertips. The Wii Fit Trainer is briefly invincible before ulneashing the attack. ||Clean: {{ChargedSmashDmgSSB4|18}} (hands), {{ChargedSmashDmgSSB4|15}} (body)<br/>Late: {{ChargedSmashDmgSSB4|11}} (hands), {{ChargedSmashDmgSSB4|8}} (body) | ||
|- | |- | ||
|{{SSB4|Yoshi}} || Performs a quick backflip kick. One of Yoshi's best finishing moves.|| {{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|12}} (late) | |{{SSB4|Yoshi}} ||Performs a quick backflip kick. One of Yoshi's best finishing moves. Yoshi's attacking foot is intangible while the hitboxes are out. ||{{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|12}} (late) | ||
|- | |- | ||
|{{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 dealing great damage and knockback.|| {{ChargedSmashDmgSSB4|2}} (hits 1-4), {{ChargedSmashDmgSSB4|0.8}} (hits 5-7), {{ChargedSmashDmgSSB4|5}} (hit 8) | |{{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 dealing great damage and knockback. ||{{ChargedSmashDmgSSB4|2}} (hits 1-4), {{ChargedSmashDmgSSB4|0.8}} (hits 5-7), {{ChargedSmashDmgSSB4|5}} (hit 8) | ||
|- | |- | ||
|{{SSB4|Zero Suit Samus}} || Spins in place, extending the Plasma Whip up above her head in a swirl. Hits multiple times, has long vertical disjointed range and decent horizontal range, and fast startup. Only the tip of the plasma whip does knockback.|| {{ChargedSmashDmgSSB4|4}}, (hit 1), {{ChargedSmashDmgSSB4|0.8}} (hits 2-6), {{ChargedSmashDmgSSB4|3}} (hit 7) | |{{SSB4|Zero Suit Samus}} ||Spins in place, extending the Plasma Whip up above her head in a swirl. Hits multiple times, has long vertical disjointed range and decent horizontal range, and fast startup. Only the tip of the plasma whip does knockback. ||{{ChargedSmashDmgSSB4|4}}, (hit 1), {{ChargedSmashDmgSSB4|0.8}} (hits 2-6), {{ChargedSmashDmgSSB4|3}} (hit 7) | ||
|} | |} | ||
Revision as of 17:19, July 30, 2015
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.
Unlike forward smashes and down smashes, 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.
List of up smashes in Super Smash Bros.
Character | Description | Damage |
---|---|---|
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% |
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% |
Fox | Does a flip kick. He does a fast quick flip, with much vertical KO power. | 16% |
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% |
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% |
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. |
Luigi | Headbutts upwards. Lunges head upwards in an arc. Decent knockback. | 19% |
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% |
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% |
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% |
Samus | Shoots fire above her head in an arc. | 50% if all hits connect. |
Yoshi | Headbutts upwards. Has good horizontal knockback from behind to top, average upwards knockback when hit near the end. | 18% |
List of up smashes in Super Smash Bros. Melee
Character | Description | Damage |
---|---|---|
Bowser | Hops into the air, hitting with his shell. | 20% (leap), 12% (landing) |
Captain Falcon | Kicks upwards twice. | 14% (hit 1 leg), 8% (hit 1 body), 12% (hit 2 foot), 13% (hit 2 body). |
Donkey Kong | Claps overhead, good knockback. Somewhat slow, not to mention this will not hit a grounded foe at all. | 18% |
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. | 16% |
Falco | Similar to Fox, but much weaker; although, it is a better juggler. This also hits behind Falco, albeit with significantly lower knockback. | 14% (clean), 12% (late) |
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. | 18% (clean), 13% (late) |
Ganondorf | Kicks upwards twice. Similar to Captain Falcon. The most damaging up smash if both hits connect. | 22% (hit 1), 19% (hit 2) |
Ice Climbers | Swings their hammers above them. | 22% if both hits connect |
Jigglypuff | Hits with its head. Can lead into aerial combos and KO at high percentage. | 14% |
Kirby | Does a flip kick. Deals less damage if hit at the tip of Kirby's foot. | 15% (clean), 14% (mid), 13% (late), 12% (tip) |
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. | 16% total |
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. | 17% |
Mario | Headbutts upwards. A fast move with more range at the back of his head than in the front. | 15% |
Marth | Stabs his sword upwards. While effective on aerial opponents, the move has very weak sourspots next to Marth if used on the ground. | 8% (sides), 15% (base), 18% (tip). |
Mewtwo | Holds his hand above him and shoots darkness. | 15% total |
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. | 18% |
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. | 9% (startup), 4% (charge), 6% (yoyo) |
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% (sides), 15% (sourspot), 19% (sweetspot) |
Pichu | Headbutts upwards. | 16% |
Pikachu | Flips over and hits with its tail. It is the most powerful up smash in knockback. | 17%-19% (clean), 13% (mid), 7% (late) |
Roy | Similar to Marth. Hits multiple times, has Fire effects and spikes if sweetspotted. | 18% total |
Samus | Shoots fire above her head in an arc. | 23% total |
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% (arms), 17% (tip NTSC), 16% (tip PAL) |
Yoshi | Headbutts upwards. | 14% |
Young Link | Similar to Link but with less knockback. | 12% total |
Zelda | Waves her hand above her three times with magic. | 15% total |
List of up smashes in Super Smash Bros. Brawl
Character | Description | Damage |
---|---|---|
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 1: 20% (shell), 15% (head/tail) Hit 2: 12% (shell), 10% (head/tail) |
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. | 11%/8% (hit 1), 13%/12% (hit 2) |
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. | 5% (hit 1), 11% (hit 2) |
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. | 5% (hits 1-2), 6% (hit 3), 16% total. |
Donkey Kong | Claps overhead. Small hitbox that usually only hits foes directly above him, but great power and fairly fast. | 18% |
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. | 14% (clean), 12% (late) |
Fox | Does a flipping kick above his head. Very powerful and quick, critical for KOing foes. Arguably Fox's best KO move. Best up smash out of all three Space animals. | 17% (clean), 13% (late) |
Ganondorf | Kicks once, but it hits all the way to the ground. Has a huge amount of ending lag in Brawl. Sweetspot is on the foot. | 19% (body), 22% (leg). |
Ice Climbers | Swing hammers above their heads. Good as a finisher from chain grabs. Deals more damage if the opponent hit the head of the hammer. | 11%/9% (leader), 9%/8% (partner) |
Ike | Swings sword above his head. Covers great range and is powerful, but incredibly laggy like almost all of Ike's other attacks. | 17% (blade), 20% (slam) |
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. | 17% |
Jigglypuff | Headbutts above itself. Can be used as a sliding DACUS. | 15% (head), 13% (body) |
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 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. This move KOs reliably around 121% uncharged. | 14% (hammer), 9% (body) |
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). | 15%/14% (clean), 14%/12% (mid), 12%/11% (late) |
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. | Hit 1: 4% Hit 2: 3% Hit 3: 10% (blade), 9% arm, 8% (body) |
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. | 13% (clean), 9% (late) |
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. | 2% (hit 1), 19%, 18%, 16%, 14%, or 12% (clean to late hit 2) |
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. | 15% (head), 12% (body) |
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%. | 14% |
Marth | Justice Sword: 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. | 4% (sides), 14% (blade), 17% (tip) |
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. | 3% (hit 1), 2% (hit 2), 4% (hit 3) |
Mr. Game & Watch | Head becomes a diving helmet and he bashes upwards with his head. Has noticeable start-up lag, but is the third strongest up smash in the game KO percentage-wise and it has the highest knockback scaling of any up smash in the game. Originates from Octopus. | 18% |
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. | 4% (startup & charge), 9% (front), 13% (back) |
Olimar | A Pikmin rockets upwards. Olimar's fastest smash, has surprising forward range. Possesses huge knockback when a purple Pikmin is used. | R: 15%/14% (clean), 12%(late) Y: 14%/12% (clean), 10%(late) B: 15%/13% (clean), 11%(late) W: 9%/7% (clean), 5%(late) P: 16%/13% (clean), 13%(late) |
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%. | 15% (clean hand), 17% (clean arm), 8% (sides). 12% (late hand), 10% (late arm) |
Pikachu | Flips over, hitting with its tail. Similar to Fox's, but with less range and less power, but it's faster. | 14% (clean body) 13% (clean tail), 11% (mid), 7% (late) |
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. | 3% (hit 1), 2% (hit 2), 8% (hit 3) 13% total |
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. | 12% (base), 13% (mid), 14% (tip) |
Samus | Cover Fire: 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. | 4% (hits 1-3), 5% (hit 4), 6% (hit 5) 23% total |
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. | 17% (sweetspot), 12% (sourspot) 29% total |
Snake | Slams a mortar in front of himself and fires a shell into the air. The movement of the shell is almost entirely vertical, but there is a small amount of random horizontal movement. Can be used as a sliding DACUS, which is probably the most well-known DACUS of all characters. 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 and distance of the shell. 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. | 4% (startup), 10% (motar) |
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. | 5% (hit 1), 1% (hits 2-7), 3% (hit 8) 14% total |
Squirtle | Slams hands onto the ground, sending twin geysers into the air. A powerful vertical finisher and is Squirtle's most powerful attack. | Hit 1: 3% Hit 2: 13% (clean early), 11% (clean late), 9% (mid), 7% (mid late), 5% (late) |
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. | 15% (clean), 11% (late) |
Wario | Spins in place and headbutts upward, hitting multiple times. Can be used as a sliding DACUS. | 1% (hits 1-5), 10% (hit 6) 15% total |
Wolf | Does a flipping scissor kick above his head. Can be used as a sliding DACUS. This move hits twice, with the first hit usually pushing the opponent into the second. It has a small sweetspot on his body that deals the same damage as the main hitbox on his legs, that sends opponents on a horizontal trajectory instead. | 6% (hit 1), 12% (hit 2) |
Yoshi | Headbutts above himself. The attack can hit behind Yoshi. Yoshi's head is intangible while the hitboxes are out. | 16% |
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. | 1% (hits 1-10), 5% (hit 11) 15% total |
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. | 4% (hit 1), 1% (hits 2-5), 5% (hit 6)11% total |
List of up smashes in Super Smash Bros. 4
Character | Description | Damage |
---|---|---|
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. | 20% (hit 1 shell), 15% (hit 1 sides), 6% (landing) |
Bowser Jr. | Flips upside down and attacks with the Junior Clown Car's spinning propeller. | 1% (hit 1), 1.3% (hits 2-5), 1% (hit 6), 6% (hit 7) |
Captain Falcon | Performs a spinning double hop-kick. A potent move with little start-up lag. One of Captain 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. | 11%/6% (hit 1), 13%/12% (hit 2) |
Charizard | Slashes upward with both wings. Decent knockback; maximum damage is given if both wings strike. Both hits do not link very well. | 5% (hit 1), 11% (hit 2) |
Dark Pit | Identical to Pit's. | 3% (hit 1), 2% (hit 2), 8% (hit 3) |
Diddy Kong | Hops briefly and performs a stationary cartwheel. The attack's vertical reach is greater and his hands now form a punch. | 2.5% (hits 1-2), 6% (hit 3) |
Donkey Kong | Performs a very powerful clap above his head. Small hitbox that usually only hits foes directly above him, but has great power and fairly fast. Donkey Kong's head and arms are intangible while the hitboxes are out. | 18% |
Dr. Mario | Identical to Mario's but sends opponents in a more horizontal angle like Luigi. | 15.68% |
Duck Hunt | The dog looks upwards, signalling the player to fire the Zapper upwards 3 times, scaring the duck and dog into ducking. | 2% (hit 1), 2.4% (hit 2), 10% (hit 3) |
Falco | Does a backflip, kicking out with both feet. Hits twice with moderate knockback. | 4% (hit 1), 12% (hit 2) |
Fox | Flip Kick: performs a flipkick which loses strength the farther it is into the animation. Fox's head is intangible while the hitboxes are out. | 16% (clean sweetspot), 14% (clean sourspot), 11% (late) |
Ganondorf | Forcefully swings his leg up. Has some start-up but surprisingly little cool down for its power because of its interruptibility, making it a good move to bait opponents with. Extremely powerful when used against aerial opponents, capable of KOing under 100%. Has small hitbox directly in front of him if he is too far away for the kick to hit. | 21% (leg), 24% (foot) |
Greninja | Slashes above (via a double stab) and to the side (with an outward rip) with two water swords both in reverse grip in an outwards arc. | 5% (hit 1), 14% (hit 2 clean center), 11% (hit 2 clean sides), 10% (hit 2 late) |
Ike | Swings his sword in a wide arc over his head. One of the slowest up smashes in the game, startup and endlag wise but has extremely high base knockback making it almost guaranteed to KO opponents at low percents. Great arc range. | 17% (clean), 10% (late) |
Jigglypuff | Headbutts upward. Most effective if the foe is behind Jigglypuff. | 14% (clean), 12% (late) |
King Dedede | Swings his hammer over his head. It has slow start-up lag and even worse ending lag with rather average damage output for an up smash. Relatively slow compared to his up tilt, so it isn't used much. | 14% (hammer), 9% (body) |
Kirby | Backflips while doing an upward kick, similar to Fox's up smash. Deals more damage if the opponent is closer to Kirby. | 15%/14% (clean), 14%/12% (mid) 12%/11% (late) |
Link | Slashes over his head three times. Third hit deals the most knockback. Has great KO potential at higher percentages. | 4% (hit 1), 3% (hit 2), 9%-11% (hit 3) |
Little Mac | Punches above himself with an upwards swing. The first frame of the attack has a powerful sweetspot that deals flame damage. Great for aerial protection or chasing down an opponent who bounces off the ground as they are almost guaranteed to be hit by the sweetspot of the move. | 20% (clean), 15% (late) |
Lucario | Fires two bursts of aura upwards. When both hits connect, are sweetspotted, fully charged, and Lucario is at full power, it is one of the strongest up smashes in the game and the most damaging smashes in the game, dealing 42% damage. | 4% (hit 1), 14% (clean sweetspot hit 2), 12% (clean sourspot hit 2), 9% (late hit 2) |
Lucas | Releases an eruption of PSI above him, with incredible power and distance. The strongest up smash in the game, but has immense startup and ending lag. | 2% (hit 1); 19%, 18%, 16%, 14%, or 12% (clean to late hit 2) |
Lucina | Identical to Marth's. | 3% (sides), 14.25% (blade), 17.25% (center) |
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. Luigi's head is intangible while the hitboxes are out. | 14% (clean), 12% (late) |
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. One of Mario's many finishers. Mario's head is intangible while the hitboxes are out. | 14% |
Marth | Justice Sword: Stabs his sword upwards. The weak grounded hit can knock nearby opponents into the main attack. | 3% (sides), 13% (base), 17% (tip) |
Mega Man | Spark Shock: Mega Man turns both of his hands into electrodes, creating a powerful multi-hitting surge of electricity above him. Based on Spark Man's weapon from Mega Man 3. | 2% (hit 1), 1.5% (hits 2-6), 6% (hit 7) |
Meta Knight | Slashes above himself three times. Like Link's up smash, but much faster, with less range and less damage and knockback. | 3% (hit 1), 2% (hit 2), 4% (hit 3) |
Mewtwo | Extends its arm upwards, and conjures swirling dark energy. Can fail to hit small foes, but the final hit deals the highest knockback any of Mewtwo's smash attacks have, good for trapping airborne foes. | 1% (hits 1-6), 10% (hit 7) |
Mii Brawler | Performs a flip kick, similar to Fox's up smash. | 14% (clean), 10% (late)* |
Mii Gunner | Releases five bursts of fire in an arc above his/her head, similarly to Samus's up smash. Because of the Mii's height, it can trap opponents in the entire move much easier than Samus, who has trouble getting smaller characters in the blast. | 3% (hit 1), 2.5% (hits 2-4), 6% (hit 5)* |
Mii Swordfighter | Jumps and performs a series of three corkscrewing slashes over him/herself before touching the ground, launching the enemy on the last hit, similar to Pit's up smash. | 4% (hit 1), 3% (hits 2-3), 7% (hit 4)* |
Mr. Game & Watch | Headbutts upward while wearing the scuba helmet. Mr. Game & Watch's head is intangible while the hitboxes are active. Originates from "Octopus". | 16% |
Ness | Swings his yo-yo upward, doing the "around the world" trick. The yo-yo will hit first in front of Ness for 9%, then swing in a circle, doing 13% for the rest of the move. | 9%-13% |
Olimar | Commands a Pikmin to rocket upwards. The Pikmin has a disjointed hitbox that hits opponents in front of Olimar. | R: 15.6% (clean near), 12% (clean far), 13.2% (late) YB: 13% (clean near), 10% (clean far), 11% (late) W: 10.4% (clean near), 8% (clean far), 8.8% (late) P: 18.2% (clean near), 14% (clean far), 15.4% (late) |
Pac-Man | Shoots Inky, the blue ghost, straight upward with moderate knockback with high ending lag. | 3% (hit 1), 14% (hit 2 clean), 8% (hit 2 late) |
Palutena | Conjures a blue beam of light from the ground in front of her, firing it high up into the air. Comes out quickly and has good KO potential. Excellent for edgeguarding. Can be used in a conjunction with a down throw by reading opponent's air dodge. It has thin horizontal range and high ending lag. | 16% (bottom), 12% (middle), 9% (top) |
Peach | Thrusts her arm up quickly, creating a ribbon twirl effect. Very powerful knockback when sweetspotted, but very weak when not sweetspotted. Peach's head and right arm are intangible while the hitboxes are out. | Clean: 12% (sides), 15% (body), 17% (hand) Late: 12% (hand), 10% (body) |
Pikachu | A quick backflip while using its tail to attack. This move is slightly stronger when hit close during startup. | 13% (clean tail), 14% (clean body), 11% (mid), 7% (late) |
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 range horizontally. 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. | 3% (hit 1), 2% (hit 2), 8% (hit 3) |
R.O.B. | Flips into a handstand and fires his burners upwards. | 3% (hit 1), 14% (hit 2 base), 13% (hit 2 tip) |
Robin | An upward thrust with his/her sword. A viable close range punish but suffers from long endlag. | Bronze: 9% Levin: 16% (clean sword), 10% (clean body), 5% (late) |
Rosalina & Luma | Quickly leans back and does an overhead swipe. Luma jumps up and does a headbutt. Both are fairly quick, but Luma's does very little damage. Has decent knockback and low ending lag. | Rosalina: 12% Luma: 6% (clean), 5% (late) |
Roy | Flame Sword: Thrusts his sword skyward as it ignites in flames, forming an explosion on the final hit. | 1% (hit 1), 2% (hits 2-4), 10% (hit 5) |
Ryu | Performs a crouching uppercut, based off his crouching heavy punch in Street Fighter. Slight endlag, and doesn't have much horizontal reach. A good finisher for his tap combos. | 17% (clean), 13% (late) |
Samus | Cover Fire: Uses her arm cannon and fires five blasts above her head. Does a lot of damage if all hits connect. | 3% (hits 1-4), 6% (hit 5) |
Sheik | Raises her arms over her head and quickly brings them down to her sides. Her fingertips during the beginning of the move is the sweetspot and the downswing is the sourspot. | 15% (sweespot), 11% (sourspot) |
Shulk | Smashes the hilt of the Monado to the ground, causing the beam to strike and reveal itself upward. Like his forward smash, there are two hits to this move: The first being when Shulk slams the Monado down, and the second from the beam blade. The first hit has small horizontal range, but can easily connect to the second hit if it lands. | 4.5% (hit 1), 13.5% (hit 2) |
Sonic | Jumps and curls up into a spiky ball, hitting multiple times. | 5% (hit 1), 1% (hits 2-7), 3% (hit 8) |
Toon Link | Slashes above his head once with his sword. This move overall has good KO potential and one of Toon Link's finishers. | 13% (clean), 10% (late) |
Villager | Detonates a fountain firework, creating an explosion above himself. Has a fairly large hitbox and pulls opponents to the center of the blast. | 3% (hit 1 on grounded opponents), 1% (hits 2-5), 4% (hit 6) |
Wario | Headbutts upward, hitting once similar to Mario's but is stronger and has a bit more ending lag. Launches opponents directly upwards. Wario's head is intangible while the hitboxes are out. | 16% (clean), 13% (late) |
Wii Fit Trainer | Does the Tree pose. Has no horizontal hitbox, but has good vertical range and gives the Trainer some invincibility frames during the move's startup. The sweetspot is located at the Trainer's fingertips. The Wii Fit Trainer is briefly invincible before ulneashing the attack. | Clean: 18% (hands), 15% (body) Late: 11% (hands), 8% (body) |
Yoshi | Performs a quick backflip kick. One of Yoshi's best finishing moves. Yoshi's attacking foot is intangible while the hitboxes are out. | 14% (clean), 12% (late) |
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 dealing great damage and knockback. | 2% (hits 1-4), 0.8% (hits 5-7), 5% (hit 8) |
Zero Suit Samus | Spins in place, extending the Plasma Whip up above her head in a swirl. Hits multiple times, has long vertical disjointed range and decent horizontal range, and fast startup. Only the tip of the plasma whip does knockback. | 4%, (hit 1), 0.8% (hits 2-6), 3% (hit 7) |
* This assumes the Mii is default height and weight.
Notable up smashes
- 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.
- Olimar's up smash when fully charged with purple Pikmin is the fourth strongest up smash in the game.
- 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.
- 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 in Brawl (losing to Ivysaur's up smash) and claimed by tips to be the strongest in Smash 4
- Ivysaur's up smash can KO at 32% and is the strongest up smash in the game.
- Ness's up smash in all games except SSB64 and SSB4 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.
- 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.
- 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.
- Dr. Mario's up smash is the only move in his arsenal that is weaker in knockback than Mario's
- 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.
- Charging 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 Final Destination.
- Palutena's up smash has the most vertical reach of any non-projectile up smash.
- Lucario's up smash in Smash 4 is one of the strongest up smash and most damaging smashes in the game, doing 42% when sweetspotted and fully charged when Lucario is at full power.
Gallery
See also
Attacks in the Super Smash Bros. series | |
---|---|
Standard ground attacks | Neutral attack · Dash attack |
Tilt attacks | Forward tilt · Up tilt · Down tilt · Crouching attack |
Smash attacks | Forward smash · Up smash · Down smash |
Aerial attacks | Neutral aerial · Forward aerial · Back aerial · Up aerial · Down aerial · Grab aerial · Glide attack |
Throws | Grab · Pummel · Forward throw · Back throw · Up throw · Down throw |
Get-up attacks | Floor attack · Edge attack |
Special moves | Neutral special move · Side special move · Up special move · Down special move · Command-input move · Final Smash |