Up smash: Difference between revisions

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!Damage
!Damage
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|{{SSB|Captain Falcon}} || Performs 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%
|{{SSB|Captain Falcon}} || Performs an uppercut. This is Captain Falcon's main combo starter. The attack sends the opponent straight up, with high hitstun. It has high base knockback but very low knockback scaling. 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 as it is extremely fast for an up smash coming out on frame 4 (the lowest startup for an up smash in the entire series) and for its combo potential. The hitbox is Falcon's body and the small area above his raised fist.||17%
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|{{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%
|{{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%
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|{{SSB|Fox}} || Performs a flip kick, with very high vertical KO power.|| 16%
|{{SSB|Fox}} || Performs a flip kick, with very high vertical KO power.|| 16% (clean), 8% (late)
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|{{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%
|{{SSB|Jigglypuff}} || Hits with its head. If the opponent is hit early, this attack sends the opponent straight up with high damage and knockback 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% (clean), 10% (late)
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|{{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%
|{{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% (clean), 12% (late), 18% (NTSC-J Clean)
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|{{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.
|{{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.|| 7% (hit 1), 3%, (hit 2), 12% (hit 3) 22% (total). (8% (hit 1 NTSC-J), 4% (hit 2 NTSC-J), (24% NTSC-J total)
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|{{SSB|Luigi}} || Headbutts upwards. Lunges head upwards in an arc. Decent knockback.|| 19%
|{{SSB|Luigi}} || Headbutts upwards. Lunges head upwards in an arc. Same as Mario's.|| 19%
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|{{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%
|{{SSB|Mario}} || Headbutts upwards. His whole head becomes a hitbox, which although it has high ending lag, is a powerful finisher. Considered one of the strongest up smashes in the game.|| 19%
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|{{SSB|Ness}} || Performs 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%
|{{SSB|Ness}} || Performs an "around the world" with his yoyo which acts as a good anti-air move. Strange hitbox, does not hit short characters on ground. Has high startup but low ending lag.|| 17% (US/PAL front/NTSC-J back), 15% (back), 19% (NTSC-J front)
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|{{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%
|{{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% (clean), 9% (late)
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|{{SSB|Samus}} || Shoots fire above her head in an arc.||50% if all hits connect.
|{{SSB|Samus}} || Shoots fire above her head in an arc having five hits with the last hit being the strongest. It is the most damaging Smash attack by a large margin if all hits connect but it does not connect very reliably.||10% (hits 1-5), 50% (total).
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|{{SSB|Yoshi}} || Headbutts upwards. Has good horizontal knockback from behind to top, average upwards knockback when hit near the end.|| 18%
|{{SSB|Yoshi}} || Headbutts upwards. Has good horizontal knockback from behind to top, average upwards knockback when hit near the end.|| 18%
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