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Thiccplant (talk | contribs) Tag: Mobile edit |
(→List of up smashes in Super Smash Bros. Ultimate: Fixed capitalization errors.) Tag: Mobile edit |
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|{{SSBU|Chrom}} ||Identical to Roy's, but has a [[slash]] effect.||{{ChargedSmashDmgSSBU|1}} (hit 1), {{ChargedSmashDmgSSBU|2}} (hits 2-4), {{ChargedSmashDmgSSBU|10}} (hit 5) | |{{SSBU|Chrom}} ||Identical to Roy's, but has a [[slash]] effect.||{{ChargedSmashDmgSSBU|1}} (hit 1), {{ChargedSmashDmgSSBU|2}} (hits 2-4), {{ChargedSmashDmgSSBU|10}} (hit 5) | ||
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|{{SSBU|Cloud}}||An overhead swing with his Buster Sword. Great range | |{{SSBU|Cloud}}||An overhead swing with his Buster Sword. Great range with a weaker hitbox behind him similar to Fox.|| | ||
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|{{SSBU|Corrin}}||Crouches, then transforms his/her arms into spears upwards. Strong knockback at the tip of the spears.|| | |{{SSBU|Corrin}}||Crouches, then transforms his/her arms into spears upwards. Strong knockback at the tip of the spears.|| | ||
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|{{SSBU|Daisy}}|| Identical to Peach's. || | |{{SSBU|Daisy}}|| Identical to Peach's. || | ||
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|{{SSBU|Dark Pit}} || | |{{SSBU|Dark Pit}} || Identical to Pit’s. || | ||
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|{{SSBU|Dark Samus}} || Mostly identical to | |{{SSBU|Dark Samus}} || Mostly identical to Samus's, though with a slightly different animation.|| | ||
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|{{SSBU|Diddy Kong}} || Jumps in the air in a cartwheel position, flipping twice then finishing off with a punch. Not as powerful as other up-smashes, though it is fast and is a good combo finisher. || | |{{SSBU|Diddy Kong}} || Jumps in the air in a cartwheel position, flipping twice then finishing off with a punch. Not as powerful as other up-smashes, though it is fast and is a good combo finisher. || | ||
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|{{SSBU|Joker}} || Jumps upward while swinging his knife above himself. Weak compared to other up-smashes when [[Arsene]] is not present, where it becomes very powerful. || | |{{SSBU|Joker}} || Jumps upward while swinging his knife above himself. Weak compared to other up-smashes when [[Arsene]] is not present, where it becomes very powerful. || | ||
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|{{SSBU|Ken}} || Identical to | |{{SSBU|Ken}} || Identical to Ryu's.|| | ||
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|{{SSBU|King Dedede}} ||An upward hammer swing. Has high vertical range that reaches the low platform on Battlefield. Able to KO middleweights at 100%, and unlike ''Smash 4'' can now hit short opponents. It also has transcendent priority.||{{ChargedSmashDmgSSBU|16}}/{{ChargedSmashDmgSSBU|22.4}} | |{{SSBU|King Dedede}} ||An upward hammer swing. Has high vertical range that reaches the low platform on Battlefield. Able to KO middleweights at 100%, and unlike ''Smash 4'' can now hit short opponents. It also has transcendent priority.||{{ChargedSmashDmgSSBU|16}}/{{ChargedSmashDmgSSBU|22.4}} | ||
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|{{SSBU|Kirby}} ||A bicycle kick. Has slow startup with strong knockback to compensate. || | |{{SSBU|Kirby}} ||A bicycle kick. Has slow startup with strong knockback to compensate. || | ||
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|{{SSBU|Link}} || Two overhead sword swings followed by a leaping sword strike upwards. | |{{SSBU|Link}} || Two overhead sword swings followed by a leaping sword strike upwards. Its excellent damage output, knockback, duration and range make it a threatening anti-air option; although it leaves Link vulnerable if he whiffs the attack beside an opponent. || | ||
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|{{SSBU|Little Mac}} || Does an overhead uppercut after briefly leaning back. It deals strong vertical knockback above Little Mac, and is especially powerful when the sweetspot directly beside Little Mac connects. Has super armor in early frames. || | |{{SSBU|Little Mac}} || Does an overhead uppercut after briefly leaning back. It deals strong vertical knockback above Little Mac, and is especially powerful when the sweetspot directly beside Little Mac connects. Has super armor in early frames. || | ||
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|{{SSBU|Lucario}} || Thrusts his | |{{SSBU|Lucario}} || Thrusts his palms upwards which emits aura. Power varies greatly depending on Lucario’s damage. || | ||
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|{{SSBU|Lucas}} ||An extremely large and powerful burst of PSI above Lucas' head. High risk, high reward, this move has extreme endlag, yet has invincibility and intangibility during startup. | |{{SSBU|Lucas}} ||An extremely large and powerful burst of PSI above Lucas' head. High risk, high reward, this move has extreme endlag, yet has invincibility and intangibility during startup. | ||
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|{{SSBU|Lucina}} || | |{{SSBU|Lucina}} || Identical to Marth's with consistent damage. || | ||
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|{{SSBU|Luigi}} ||An upwards | |{{SSBU|Luigi}} ||An upwards headbutt similar to Mario, but more similar to Dr. Mario's in terms of functionality, also sending them diagonally. ||14% (clean), 12% (late) | ||
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|{{SSBU|Mario}} ||An upward arcing headbutt. A reliable KO option that's hard to punish. Has quick startup that makes it a useful out of shield option. Mario's head is intangible while the hitboxes are active.||{{ChargedSmashDmgSSBU|14}} | |{{SSBU|Mario}} ||An upward arcing headbutt. A reliable KO option that's hard to punish. Has quick startup that makes it a useful out of shield option. Mario's head is intangible while the hitboxes are active.||{{ChargedSmashDmgSSBU|14}} | ||
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|{{SSBU|Mega Man}} || Turns both hands into electrodes which creates a surge of electricity above Mega Man. Has rather quick startup for a smash attack while having average power. || | |{{SSBU|Mega Man}} || Turns both hands into electrodes which creates a surge of electricity above Mega Man. Has rather quick startup for a smash attack while having average power. || | ||
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|{{SSBU|Meta Knight}} || | |{{SSBU|Meta Knight}} || Three quick overhead sword swings while Meta Knight himself is spinning in midair. Very quick startup and endlag, although is not as powerful as an average up smash. || | ||
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|{{SSBU|Mewtwo}} || Creates a galaxy above itself. It is a great anti-air move with decent knockback, although is susceptible to being punished if whiffed. || | |{{SSBU|Mewtwo}} || Creates a galaxy above itself. It is a great anti-air move with decent knockback, although is susceptible to being punished if whiffed. || | ||
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|{{SSBU|Pichu}} || A quick upwards headbutt. Does not deal recoil damage due to the lack of an electric effect. || | |{{SSBU|Pichu}} || A quick upwards headbutt. Does not deal recoil damage due to the lack of an electric effect. || | ||
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|{{SSBU|Pikachu}} || Flips | |{{SSBU|Pikachu}} || Flips its tail starting in front of itself. Has strong vertical knockback. || | ||
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|{{SSBU|Pit}} || Three upward slashes while jumping. A good anti air option | |{{SSBU|Pit}} || Three upward slashes while jumping. A good anti air option that's punishable if whiffed. || | ||
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|{{SSBU|Piranha Plant}} || Chomps upward. Has average damage with very high knockback, making it a threatening anti-air tool and kill move. || | |{{SSBU|Piranha Plant}} || Chomps upward. Has average damage with very high knockback, making it a threatening anti-air tool and kill move. || | ||
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|{{SSBU|Richter}} ||Identical to Simon's.||16% (spiked ball), 14% (chain) | |{{SSBU|Richter}} ||Identical to Simon's.||16% (spiked ball), 14% (chain) | ||
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|{{SSBU|Ridley}} || An overhead flip kick from behind himself. | |{{SSBU|Ridley}} || An overhead flip kick from behind himself. Its great range and power make it a great anti-air option. || | ||
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|{{SSBU|R.O.B.}} || Performs a handstand and unleashes a powerful blast from his burner. A great anti-air kill move.|| | |{{SSBU|R.O.B.}} || Performs a handstand and unleashes a powerful blast from his burner. A great anti-air kill move.|| | ||
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|{{SSBU|Samus}} || Swings her arm cannon in a wide overhead ark while firing explosives from it. A good move for discouraging landings, though quite punishable if whiffed.|| | |{{SSBU|Samus}} || Swings her arm cannon in a wide overhead ark while firing explosives from it. A good move for discouraging landings, though quite punishable if whiffed.|| | ||
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|{{SSBU|Sheik}} || Raises her arms overhead and then quickly swings them downward to perform outward fanning knifehand strikes. It is | |{{SSBU|Sheik}} || Raises her arms overhead and then quickly swings them downward to perform outward fanning knifehand strikes. It is Sheik's most powerful attack when sweetspotted.|| | ||
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|{{SSBU|Shulk}} || | |{{SSBU|Shulk}} || Leans down while activating the Monado beam upward. It is a slow but powerful multi-hit smash attack. || | ||
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|{{SSBU|Simon}} ||Uses his Vampire Killer to strike the area above him. Long vertical range but doesn’t have any type of horizontal range. The sweetspot can KO as early as 67% on Final Destination.||16% (spiked ball), 14% (chain) | |{{SSBU|Simon}} ||Uses his Vampire Killer to strike the area above him. Long vertical range but doesn’t have any type of horizontal range. The sweetspot can KO as early as 67% on Final Destination.||16% (spiked ball), 14% (chain) | ||
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|{{SSBU|Wolf}} || Handstands, then clamps his legs together for a powerful scissor kick. Has great damage and is a good read attack and anti-air move. Punishable if whiffed. || | |{{SSBU|Wolf}} || Handstands, then clamps his legs together for a powerful scissor kick. Has great damage and is a good read attack and anti-air move. Punishable if whiffed. || | ||
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|{{SSBU|Yoshi}} || Does a bicycle kick. A decently fast option that’s good for reads and threatening landings. || | |{{SSBU|Yoshi}} || Does a bicycle kick. A decently fast option that’s good for reads and threatening landings. Leaves Yoshi very vulnerable from behind.|| | ||
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|{{SSBU|Young Link}} || Three overhead sword swings similar to Link. Compared to Link’s up smash, it is considerably less powerful but is faster and considerably less punishable. || | |{{SSBU|Young Link}} || Three overhead sword swings similar to Link. Compared to Link’s up smash, it is considerably less powerful but is faster and considerably less punishable. || | ||
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|{{SSBU|Zelda}} || Waves her hand multiple times above herself multiple times while unleashing magical energy from her hand. It has strong knockback, though fairly slow. || | |{{SSBU|Zelda}} || Waves her hand multiple times above herself multiple times while unleashing magical energy from her hand. It has strong knockback, though fairly slow. || | ||
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|{{SSBU|Zero Suit Samus}} || | |{{SSBU|Zero Suit Samus}} || Rapidly lashes her Plasma Whip above herself. A decently fast and long ranged option that can start combos at low percents. || | ||
|} | |} | ||
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