Super Smash Bros. 4

Mario (SSB4)/Up smash: Difference between revisions

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{{ArticleIcons|ssb4=y}}
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[[File:MarioUpSmashWiiU.jpg|270px|right|thumbnail]]
[[File:MarioUpSmashWiiU.jpg|270px|right]]
==Overview==
==Overview==
{{SSB4|Mario}}'s up smash is a simple headbutt from back to front, that hits opponents upwards at a 83 degree angle. With very fast startup at 9 frames, notoriously low ending lag for a smash attack making it difficult to punish, sufficiently high knockback, no [[sourspot]]s, intangibility on Mario's head and great coverage, it is considered his best KO move and one of the best up smashes in the game. With the aforementioned head intangibility, it can often trade with other attacks (especially [[aerial]]s) without Mario getting hit, and with its coverage and speed, can be used to easily punish opponents in various situations, such as [[roll]]s and landings. Since its starts from the back and reaches farther there, Mario players will often turn around before using the move, utilising jump-cancelled up smashes to do a reverse up smash out of a [[dash]].
{{SSB4|Mario}}'s up smash is a simple headbutt from back to front, that hits opponents upwards at a 83 degree angle. With very fast startup at 9 frames, notoriously low ending lag for a smash attack making it difficult to punish, sufficiently high knockback, no [[sourspot]]s, intangibility on Mario's head and great coverage, it is considered his best KO move and one of the best up smashes in the game. With the aforementioned head intangibility, it can often trade with other attacks (especially [[aerial]]s) without Mario getting hit, and with its coverage and speed, can be used to easily punish opponents in various situations, such as [[roll]]s and landings. Since its starts from the back and reaches farther there, Mario players will often turn around before using the move, utilising jump-cancelled up smashes to do a reverse up smash out of a [[dash]].

Revision as of 20:58, September 7, 2016

Overview

Mario's up smash is a simple headbutt from back to front, that hits opponents upwards at a 83 degree angle. With very fast startup at 9 frames, notoriously low ending lag for a smash attack making it difficult to punish, sufficiently high knockback, no sourspots, intangibility on Mario's head and great coverage, it is considered his best KO move and one of the best up smashes in the game. With the aforementioned head intangibility, it can often trade with other attacks (especially aerials) without Mario getting hit, and with its coverage and speed, can be used to easily punish opponents in various situations, such as rolls and landings. Since its starts from the back and reaches farther there, Mario players will often turn around before using the move, utilising jump-cancelled up smashes to do a reverse up smash out of a dash.

Before rage and uncharged, it will usually KO in the 110%-130% range. It can additionally be combo'd into with down throw and up tilt at low damages, though these combos will stop working well before KO percentages.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 14% 0 AngleIcon83.png 32 94 0 5 18 2.5 1.1 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Head (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png
1 0 14% 0 AngleIcon83.png 32 94 0 4 13 1 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Head (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png

Timing

Charges between 7-8
Hitboxes 9-12
Head intangible 9-12
Interruptible 40
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png
Head  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
Interruptibility
Interruptible


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