Up tilt
An up tilt (abbreviated "u-tilt"), officially called a strong up (上強攻撃, Up/above/upper strong attack) before Ultimate, is a tilt attack that can be performed by any character by holding the control stick lightly upward and pressing the attack button while on the ground. It can be difficult to pull off an up tilt quickly, as if the player tilts too fast, they'll either jump or do an up smash instead. Turning off tap jump can help avoid the former problem, or the player can do some other action and hold up on the control stick before it ends.
More often than not, up tilts are used for juggling, as they usually lack the knockback to disturb low damage combos outside of a few exceptions such as Ganondorf and Captain Falcon.
Since the Wii Remote-only control scheme lacks both a control stick and any other way to jump, up tilts become unusable without first holding up during a prior action, making them the only normal attack which a player may not be able to use for no in-game reason.
Up tilts in Super Smash Bros.
Character | Description | Damage |
---|---|---|
Captain Falcon | Performs an axe kick. Has two hits, one while rising his leg, and one by slamming it down. Good knockback and damage, but low range and almost no combo ability unless next to a wall. | First hit, 4-9%, second hit, 6-14%. |
Donkey Kong | Swings his hands in an arc. High starting and ending lag but good knockback and range. Can be used as a surprise KO move. | 13% |
Fox | Kicks upwards. A good combo starter with low lag. Little range, however, compared to other up tilts. | 9% |
Jigglypuff | Swings its foot upwards behind itself. Similar to Pikachu's, but slightly quicker, though with less versatility and range. Good combo ability, notably into Rest. | 10% |
Kirby | Performs a high kick, hitting behind and above himself. One of the overall best moves in the game. It has a massive disjointed hitbox, extremely low lag, and high damage output. | 14% clean, 10% late |
Link | Swings his sword in an arc above him. A very good combo starter with high range, in spite of its moderate ending lag. This move is notably superior in the Japanese version of the game due to its increased combo ability and range. | 10% |
Luigi | Throws an uppercut. Similar to Mario's but with slightly more range, lag, and knockback. Can combo into Super Jump Punch or a up aerial. | 10% |
Mario | Spins around and punches upwards. A usable combo move, but has notable ending lag, similar to his attack in Super Mario RPG: Legend of the Seven Stars. | 10% |
Ness | Thrusts above himself with both hands. Good combo ability with low startup lag, but very small range. Ness' staple combo move, often used as a linker between double jump cancels. | 3% |
Pikachu | Swings its tail upwards. A solid move with good combo ability and range. However, it has too much ending lag to be quite as effective as Kirby's up tilt. | 9-11% |
Samus | Puts her leg up high and drops it, similar to Captain Falcon's but with much less knockback. Considered one of the worst moves in the entire game, thanks in part to its high lag. | First hit, 3-8%, second hit, 5-13% second hit. |
Yoshi | Performs an upwards headbutt. Yoshi's main combo starter, especially against fast fallers and medium weights. Has large ending lag but surprising range. Notably possesses set knockback. | 11% |
Up tilts in Super Smash Bros. Melee
Character | Description | Damage |
---|---|---|
Bowser | Slashes with his claws in an arc around himself. Good knockback, good for setting up combos. | 7-11% |
Captain Falcon | Lifts his leg up, then slams it downwards. It has horizontal knockback. | 11% |
Donkey Kong | Sweeps his arm upwards. Good for juggling. | 9-11% |
Dr. Mario | Throws an uppercut, similar to Mario's, albeit with more knockback. Opponents are knocked in the direction they are hit relative to the attack. | 10% |
Falco | Kicks behind himself, similar to Fox's but with less range and power. | 9% |
Fox | Kicks behind and above himself. Starts quickly and is relatively powerful for an up tilt. A great combo starter. | 12% |
Ganondorf | Known colloquially as the Volcano Kick. Lifts his leg up, then smashes it into the ground, causing an explosion. Though it is the slowest move in the game (88 frames), it is the strongest tilt in the game, KOing earlier than Warlock Punch; it is even able to OHKO if hits by the edge due to its extremely high base knockback. | 27% |
Ice Climbers | Twirl their hammers above themselves. The move hits multiple times. | Up to 21% if all hits connect with both climbers. |
Jigglypuff | Kicks upwards behind itself. A surprisingly versatile combo move. | 9% |
Kirby | Thrusts his leg behind himself, then upwards. Deals high shield damage. | 8% |
Link | Swings his sword in an arc above him. Among Link's most flexible moves on the ground; it has good combo potential, it's rather fast with minimal ending lag, and it has good knockback. | 9% |
Luigi | Swipes over his head. Good for juggling. Its upward trajectory makes it well suited for comboing, especially against fast-fallers. Hits at an upwards angle in the front and back of him. | 4-9% |
Mario | Punches upwards. A good juggling move, as well as a strong combo starter. | 8% |
Marth | Swings his sword in a large arc above his head. Useful for juggling and can set up an aerial combo early on. It begins to KO reliably at 90% and above. | 9% base, 12% tip. |
Mewtwo | Flips upwards, hitting with its tail. | 5-10% |
Mr. Game & Watch | Pulls out a flag from Flagman and waves it above his head. Good for comboing. | 9% |
Ness | Thrusts his hands upwards. | 7% |
Peach | Performs an upwards headbutt. Does not have much combo potential, but can be followed up by correctly spaced aerials and the Peach Parasol. | 6-12% |
Pichu | Swings its tail upwards, similar to Pikachu's. Very low range and somewhat slow, though can set up for aerial combos and follow ups. | 6% |
Pikachu | Swings its tail upwards. It's hard to set up, as it has low range; however, the low knockback works well for juggles and combos, as it sends opponents upward. | 7% |
Roy | Swings his sword in an arc above him. Similar to Marth but slightly slower. | 9-10% |
Samus | Lifts her leg up then brings it down. Similar to Captain Falcon's. It is a meteor smash on grounded opponents, able to KO at higher percentages. | 13% |
Sheik | Kicks upwards, then kicks down as she returns to her normal position. Can be chained on heavyweights, and has an infinite on Bowser. | 8% first hit, 3% second hit. |
Yoshi | Swipes his tail upwards. Fast but short-ranged. | 10% |
Young Link | Swings his sword in an arc above him. Similar to Link's but slightly faster. Starts KOing around 120%, notably earlier than his up smash does. | 8% |
Zelda | Waves her hand above herself infused with magic. Very powerful and has transcendent priority. | 11% |
Up tilts in Super Smash Bros. Brawl
Character | Description | Damage |
---|---|---|
Bowser | Slashes above himself in an arc with high range. Bowser's arm is intangible while the hitboxes are active. | 12% |
Captain Falcon | Raises his leg high over his head then slams it downwards; similar to Samus' up tilt , but with higher knockback. | 13% |
Charizard | Arches its wings and thrusts upwards with them. Has respectable range and speed. | 8% |
Diddy Kong | Swats in the air above him with a slap. Can juggle at low percents and KO at very high percents. | 7% |
Donkey Kong | Quickly swipes his hand in the air. Fast with good range. Donkey Kong's arm is intangible while the hitboxes are out. | 9% (hand), 10% (elbow), 11% (arm) |
Falco | Swings both arms upwards in an arc while spinning. Quick, with solid damage output. | 4% (hit 1), 3% (hit 1 tip), 5% (hit 2) |
Fox | Does a fast scorpion kick that covers his back. Can be used to juggle at low percentages. | 10% (foot), 8% (leg) |
Ganondorf | Lifts his leg over his head before smashing it down to cause an explosion. Has a vacuum effect during startup. Strongest and slowest up tilt in the game, not hitting until frame 81. Commonly known as the Volcano Kick. | 27% (leg), 19% (explosion close), 17% (explosion far) |
Ice Climbers | Twirl their hammers over their heads, dealing multiple hits. | Leader: 1% (hits 1-6) 4% (hit 7) Partner: 1% (hits 1-6) 3% (hit 7) |
Ike | Hops upwards while holding Ragnell parallel to the ground. High knockback. | 12% (clean blade), 9% (clean hilt), 10% (late) |
Ivysaur | Plants its vines on the ground and launches itself into the air. | 7% |
Jigglypuff | Lifts its foot behind it, attacking upward. Small hitbox in front, large hitbox behind and above. Good knockback. | 9% (clean), 8% (late) |
King Dedede | Sets his hammer on the ground momentarily and jumps a little upwards, headbutting. Surprisingly, it has higher knockback than his uncharged up smash while being far faster. King Dedede himself is intangible while performing the attack. | 12% |
Kirby | Thrusts his back leg upwards. A good juggling move. Kirby's foot is intangible while the hitboxes are out. | 7% (clean), 5% (late) |
Link | Slashes above himself in a wide arc. Decent speed and surprising range. | 9% |
Lucario | Swings its leg in an arc over its head. A quick move, very good for juggling and combos. | 6% |
Lucas | Does a mentally powered flip kick, with PSI energy at the end of his extended foot. An integral tool for his combos. | 3% (hit 1), 8% (hit 2 clean), 4% (hit 2 late) |
Luigi | Swipes upwards with his palm. Has surprisingly high range, and is very fast. | 9% |
Mario | Uppercuts with his fist while spinning. Can be used to juggle at low percents. | 7% |
Marth | Swings his sword in a large arc above his head, front to back. It has good all around reach with fast startup with small ending lag. | Clean: 9% (blade), 12% (tip), 8% (body) Late: 10% (blade), 12% (tip), 9% (body) |
Meta Knight | Stabs upwards while spinning. 3 different hitboxes; the one on Meta Knight's sides, the one on his sword's sides, and the one on his sword's tip. Decent knockback at the tip. | 6-8% |
Mr. Game & Watch | Waves a flag above his head. Good for juggling. Originates from Flagman. | 8% |
Ness | Pushes upwards with both hands. | 7% |
Olimar | Hops up and spins in place, hitting multiple times, with the last hit dealing significant knockback. | 1% (hits 1-7), 4% (hit 8) |
Peach | Sticks her arm upwards, releasing a small heart-shaped burst. Has a disjointed hitbox. Peach's head and left arm are intangible while the hitboxes are out. | 13% (blast), 10% (arm) |
Pikachu | Swings its tail in an arc above itself. A good juggling move for fast fallers. | 7% (close), 6% (mid), 5% (far) |
Pit | Plants his bow into the ground and does a double handstand kick using it for support. If the opponent is caught standing in front of Pit during initiation of the move, they will be knocked upwards into the following two hits. | 3% (hit 1), 6% (hit 2), 7% (hit 3) |
R.O.B. | Faces the screen and thrusts both his arms upwards. Can hit twice. | 3% (hit 1), 5% (hit 2 arms tip), 6% (hit 2 arms base) |
Samus | Lifts her leg over her head and then swings it downwards. Similar to Captain Falcon's, but with less knockback. Meteor smashes grounded opponents. | 13% (grounded), 12% (aerial) |
Sheik | Kicks her leg up and then brings it down. Anyone hit with the first kick will usually be hit with the second kick, which has decent knockback. | 6% (hit 1), 7% (hit 2) |
Snake | Quickly kicks his leg upwards. Deceptively high range and power, KOing reliably at as low as 80%. | 13% (early), 12% (clean) |
Sonic | Kicks upwards twice while spinning, comparable to Captain Falcon's up smash. | 3% (early), 4% (hit 1), 7% (hit 2) |
Squirtle | Hops upwards, hitting with its head. Very quick. | 6% |
Toon Link | Quickly does an overhead swipe. Quick, and can combo into itself at low percents. | 9% |
Wario | Thrusts both hands above his head. Has decent vertical knockback. | 10% (clean), 6% (late) |
Wolf | Kicks upward in front of his body, knocking opponents vertically. There is a sweetspot on the tip his foot, which delivers the most knockback, as well as a small disjointed hitbox in front of him with similar power. | 10% (foot), 9% (leg), 8% (body) |
Yoshi | Swipes his tail above himself. Usually only hits opponents behind Yoshi. | 11% (tail), 10% (tail tip) |
Zelda | Waves her arm above her head in an arc with a boost of magic power. Very high knockback for an up tilt. | 11% |
Zero Suit Samus | Performs a vertical scissor kick out of a handstand. Solid knockback at higher percentages, and at low percentages it sets up combos well. | 5% (hit 1), 6% (hit 2) |
Up tilts in Super Smash Bros. 4
Character | Description | Damage |
---|---|---|
Bayonetta | Strikes upwards with one of her guns. It can only hit opponents in front of her. The Bullet Art version fires both guns upwards. | 5% (early), 6% (clean) |
Bowser | Claw swipes in an arc above him with one arm. Good range and consistent damage, can hit opponents in front, above and behind him, and can lead into aerials. Has KO potential at around 150%. | 10% |
Bowser Jr. | The clown car dispenses a giant fork, which Bowser Jr. grabs and swipes upward. Low damage and knockback, but useful combo starter. | 6% |
Captain Falcon | Raises his leg over his head and slams it downwards. Low knockback, and only hits as leg comes down, but can meteor smash opponents in the air. | 11% |
Charizard | Hops and attacks with both its wings. Has good KO potential. | 8% |
Cloud | Swings the Buster Sword forwards in a fan-like fashion above his head. Hitbox starts behind Cloud, with a larger front hitbox. Fast with a decently large hitbox, although knockback is lacking. One of Cloud's most reliable combo starters, chaining into itself at 0%, and into aerials at low percents. | 8% |
Corrin | A twirling upwards slash with the Omega Yato. Its low knockback and cooldown gives it great combo potential even at higher percents, especially against heavyweights. | 9% |
Dark Pit | Identical to Pit's. | 2% (hit 1), 3% (hit 2), 5% (hit 3) |
Diddy Kong | Quickly swats the air above him with a slap. Good KO potential. | 6% |
Donkey Kong | Quickly swings his arm above himself in an arc. Deals more damage and knockback if the target is extremely close to Donkey Kong's behind, which has good KO potential if it hits. | 9% (hand), 10% (arm), 11% (shoulder) |
Dr. Mario | Identical to Mario's, but it deals more damage and knockback, giving Dr. Mario different follow-ups. | 7.056% |
Duck Hunt | Propels the duck into the air, who attacks with its wings. | 7% |
Falco | Swings both of his wings above his head, hitting twice. A good move in general, being both good for comboing and a fast but somewhat weak KO option, dealing enough vertical knockback to KO at around 150%. | 4% (hit 1), 3% (hit 1 tip), 5% (hit 2) |
Fox | Does a scorpion kick that covers his back. Good for both racking up damage and can lead to different follow-up attacks. | 9% (foot), 7% (leg), 6% (body) |
Ganondorf | Raises his right leg high into the air, holds it for more than 1 second, then kicks downward, creating an explosion at the point where his boot hits the ground. While charging the move, a windbox is present that pulls opponents from considerable distance toward the kick. Deals massive shield damage, breaking full shields in one hit sweetspoted. KO potential is equivalent to Ganondorf's fully charged forward smash. Has considerable range and can also hit an opponent hanging from an edge. By far the most powerful up tilt in the game. Commonly referred to as the Volcano Kick. | 28% (leg), 20% (explosion close), 18% (explosion far) |
Greninja | Swipes its tongue above its head. Has low knockback, being a good setup for combos. | 4.5% |
Ike | Holds Ragnell horizontally and forces it straight upward. Great KO potential. | 14% (clean), 10% (late) |
Jigglypuff | Kicks upward behind itself. More likely to hit opponents behind than in front. Good KO potential. | 9% (clean), 8% (late) |
King Dedede | Hops and does a quick headbutt. Does more damage if the opponents hits Dedede's head. Both Dedede's head and upper body are intangible while the hitbox is active. | 12% (body), 10% (head) |
Kirby | Kicks upward behind himself. Deals more damage and knockback to opponents behind Kirby. Low knockback overall, quick, useful for combos. Kirby's foot is intangible when the hitboxes are out. | 5% (clean), 4% (late) |
Link | Swipes his sword in an arc over his head. Quick and has good reach, useful for fending off aerial attackers. | 9% |
Little Mac | Swipes his fist over his head. Can be used to set up for an up smash. | 9% |
Lucario | Swings its leg in an arc over its head. Damage and knockback scale as Lucario takes damage, making it a low knockback move at low damage, and a good KO move at high damage. | 6% (foot), 5% (leg) |
Lucas | Does a flipkick as his foot becomes surrounded by PK energy. Can combo after his down throw at low percentages. | 1.5% (hit 1), 8% (hit 2 clean), 5% (hit 2 late) |
Lucina | Visually similar to Marth’s. However, she has a unique sweetspot based on the timing of her move rather than the spacing. When hitting an opponent later into the swing, they will take more damage but less knockback. | 6.65% (early), 7.125% (clean) |
Luigi | Swings his fist in a partial arc over his head from back to front. Not as effective as Mario's for combos, but deals more knockback. | 6% |
Mario | Does an uppercut with his while spinning. Very low knockback. Infamous for comboing into itself until around 50%. | 5.5% |
Marth | Swings his sword in a full arc over his head from front to back. Good KO move if the tip hits. | 5% (body), 5% (base), 9% (tip) |
Mega Man | Performs the Mega Upper, a jumping uppercut. A powerful move that can KO medium-light characters under 90% when sweetspotted. Based on the move of the same name from Marvel vs. Capcom, which itself is a tribute to the Shoryuken from the Street Fighter series. | 17% (clean), 12% (mid), 8% (late) |
Meta Knight | Thrusts his sword over his head while spinning. Decent vertical knockback. | 7% (sword), 5% (body early), 6% (body clean) |
Mewtwo | Does a backflip, striking foes with its tail. | Clean: 6% (close), 5% (mid), 4.5% (far) Late: 5% (close), 4% (mid), 3% (far) |
Mii Brawler | Punches upward into the air. Can juggle at low percentages. Similar to Mario's up tilt. | 6%* |
Mii Gunner | Uppercuts with the arm cannon, releasing flames. Has good KO potential. | 10% (clean cannon), 8% (late cannon), 9% (arm)* |
Mii Swordfighter | A single sword swipe in an arc above his/her head. Decent KO potential. | 7%* |
Mr. Game & Watch | Raises a flag over his head. Can hit twice if the enemy's percentage is low enough. Orginates from Flagman. | 7% (hits 1-2) |
Ness | Thrusts both hands into the air, emitting a PSI spark at his hands. Has good vertical reach but poor horizontal range. Decent KO potential. Sweetspot is the PSI spark and sourspot is the body. | 7% (sweetspot), 5% (sourspot) |
Olimar | Jumps and spins in the air while extending both his arms. Has somewhat low knockback. | 0.6% (hits 1-6), 4% (hit 7) |
Pac-Man | Does a headbutt upward. Can combo into itself at low percentages, but suffers from low range. Pac-Man's head is intangible while the hitboxes are active. | 7% |
Palutena | Kneels and makes her staff spin in the air above her, hitting multiple times. Good KO move at high percentages. | 1.2% (hits 1-6), 2.5% (hit 7 staff head), 1.5% (hit 7 staff tail) |
Peach | Raises her hand in the air, blasting opponents with hearts. Deals more damage and knockback to opponents on the ground very close to Peach. Good KO potential. | 10% (body), 8% (blast) |
Pikachu | Whips its tail over its head in an arc from back to front. A fast attack with fairly low knockback, which can reliably set up into an aerial attack. | 5% |
Pit | Flip kicks upwards and then delivers another upwards kick. Decent knockback. | 2% (hit 1), 3% (hit 2), 5% (hit 3) |
R.O.B. | Strikes upwards with both arms. Very low knockback scaling, almost nonexistent horizontal range, and poor vertical range make this a nearly useless move. | 3% (hit 1), 5% (hit 2 tip), 6% (hit 2 base) |
Robin | Hops and thrusts upward with the Bronze Sword. Very low knockback scaling along with generally poor range. | 6% |
Rosalina & Luma | Rosalina: Creates a Saturnian ring above her head. This move cannot hit grounded opponents unless Luma hits them towards the halo. Luma: Does a quick upper uppercut. When combined it's a good move to disrupt aerial and approaching opponents. |
Rosalina: 8% Luma: 8% (clean), 4% (mid), 3% (late) |
Roy | Does a horizontal slash to the left in reverse-grip that is aimed skyward in an arc-like motion. Great KO potential when sweetspotted, thus making it among the strongest up tilts in the game. | 12% (base), 7% (tip) |
Ryu | Tapped: Does a lagless shoulder blow that can repeat very quickly. Can chain into itself due to its speed, and can lead into many of Ryu's moves for a quick finisher. Based off of Ryu's close standing light punch in Street Fighter IV. Held: Performs an uppercut. An easy finisher for his tapped up tilt. Can KO at 152%. Based off of Ryu's close standing heavy punch in Street Fighter IV. |
2% (tapped), 12% (held) |
Samus | Raises her leg into the air then swipes it back down in an arc. Will meteor smash grounded targets (or occasionally trip them) and has good KO potential when used on aerial targets, especially near an edge. | 13% (grounded target), 12% (aerial target) |
Sheik | Kicks her leg up and then swipes it down. Has low knockback. | 5% (hit 1), 6% (hit 2) |
Shulk | Leaps in place and does a fast, uppercut-style sword swipe in an arc above himself. A good anti-air move that can attack opponents from above. | 8% (clean), 7% (late) |
Sonic | Jumps and kicks upwards with both legs, one after the other. Similar to Captain Falcon's up smash. | 2% (hit 1), 6% (hit 2) |
Toon Link | Quickly swipes overhead with his sword. Low knockback, making it useful for starting combos. | 5% |
Villager | Spins a stick in the air, hitting opponents twice. The second hit has good KO potential. | 6% (hit 1), 5% (hit 2) |
Wario | Raises both his hands into the air as they grow in size. Both of Wario's hands and his head are intangible while the hitboxes are active. | 10% (clean), 6% (late) |
Wii Fit Trainer | Performs the Triangle pose, touching toes with one arm and thrusting the other arm upwards. Has small vertical range along with almost no horizontal range. A relatively ineffective move. | 8% |
Yoshi | Quickly flicks his tail over his head. Has low knockback. | 7% |
Zelda | Waves her arm above her head in an arc with a boost of magic power. Fast, and can combo into itself at low percents, and into an aerial at mid percents. | 7.2% |
Zero Suit Samus | Activates her rocket boots and quickly transitions to a handstand, first hitting as her legs are out horizontally, then again as they rise to a vertical position. | 5% (hit 1), 7% (hit 2) |
* This assumes the Mii is default height and weight.
Up tilts in Super Smash Bros. Ultimate
Character | Description | Damage |
---|---|---|
Banjo & Kazooie | N/A | N/A |
Bayonetta | An upwards pistol whip. Hits twice but only hits opponents in front of her. The Bullet Art version fires both guns upwards. | 1.5% (hit 1, clean), 2% (hit 1, late), 6% (hit 2) |
Bowser | Slashes upward with his claw. Travels in an arc and has a lot of range. Bowser's arm is intangible during the attack, and it can KO around 130%. | 11% |
Bowser Jr. | Brings his clown car upward and thrusts a giant fork in front of it. A useful combo starter that is more reliable with its removed blind spot. | 6% |
Captain Falcon | Raises his leg over his head and brings it down in a circular manner. Can meteor smash opponents. | 11% |
Charizard | Jumps up and attacks with its wings. Has long vertical range and allows combos into itself. | 8% |
Chrom | Identical to Roy's, but lacks a sweetspot or sourspot. Chrom also holds his sword in a standard grip as well. | 10.45% |
Cloud | Swings his Buster Sword above his head. It has a decently large hitbox that can lead into aerial combos. | 8% |
Corrin | A twirling-turn upward slash with the Omega Yato. | 10.5% |
Daisy | Identical to Peach's, but with floral visual effects. | 10% (blast), 8% (arm) |
Dark Pit | Identical to Pit's. | 4% (hit 1), 5% (hit 2). |
Dark Samus | Identical to Samus's. | 13% (grounded), 12% (aerial) |
Diddy Kong | Swats in the air above him with a slap. Can combo into Diddy's aerials. | 6% |
Donkey Kong | Swipes with his arm in an overhead arc. Slow but has decent knockback and range. | 10% (arm), 9% (elbow), 8% (hand) |
Dr. Mario | Similar to Mario's, but noticeably deals more damage. Like with Mario, Dr. Mario's up tilt has poor range unlike in SSB4. | 7.4% |
Duck Hunt | The duck thrusts upward, attacking with its wings. | 7% |
Falco | Swings both of his wings up his head. Hits twice and has a large hitbox that can hit grounded opponents. | 7.5% |
Fox | Crouches on the floor and performs a fast scorpion kick. | 8% (clean foot on grounded foe), 7% (clean/mid foot on aerial foe), 6% (clean leg/late foot on grounded foe; mid leg/foot on aerial foe), 5% (late foot on aerial foe) |
Ganondorf | Volcano Kick: Brings his right leg high into the air, then crashes it down, creating an explosion where his boot lands. Its startup has noticeably decreased compared to in SSB4, as it is now faster than Warlock Punch, but its startup is still extremely slow. The strongest up tilt in the game, triggering Special Zoom if sweetspotted. | 24% (clean, late sweetspot), 13% (late sourspot) |
Greninja | Attacks with its tongue above itself. | 4.5% |
Hero | N/A | N/A |
Ice Climbers | Both of them twirl their hammer over their head. Hits multiple times and combos into itself. | leader: 0.8% (hits 1 - 6), 4% (hit 7) partner: 0.6% (hits 1 - 6), 3% (hit 7) |
Ike | Hops up and thrusts his Ragnell upwards. Deals good damage and knockback, which along with its long duration and range, makes it an very effective attack. Can KO middleweights at around 130%. | 12% (clean), 8% (late) |
Incineroar | A jumping headbutt. Incineroar's head is intangible during a few frames. The move has a blind spot beside Incineroar's legs. | 9% |
Inkling | Does a backflip kick. It can combo into itself up to three times at 0%. However, it has blind spots directly besides Inkling. | 6% |
Isabelle | Swings a broom in an arc above her head. Can combo into itself and has fast speed. | 8% |
Ivysaur | Plants its flower bud against the ground, and then leaps upward. Decent upwards range and knockback, but lacks horizontal hitboxes. | 7% |
Jigglypuff | A quick kick behind itself, similar to Kirby's up tilt. | 9% (clean), 8% (late) |
Joker | Joker: Throws his knife above him, which spins a few times before catching it.
Arsene: Raises his hand while generating electricity. |
4% (hit 1), 1%/0.7% (hits 2-4), 1%/3.9% (hit 5) |
Ken | Identical to Ryu's. | 2% (tapped), 12% (held) |
King Dedede | Performs a headbutt. Can combo into itself at low percentages. His whole head and upper body are intangible while the hitboxes are active. Has regained much of its power from Brawl, giving it KO potential at high enough percentages. | 10% |
King K. Rool | Does a far-reaching uppercut. The hitbox is very large, and covers the entire front of K. Rool's body. | 11.5% (early), 8.1% (middle), 6.8% (late) |
Kirby | Quickly kicks behind himself. Although its damage output is low, it is a very useful juggling tool. Kirby's foot is intangible during its duration. | 5% (clean), 4% (late) |
Link | Slashes with his sword in an arc over his head. Good juggling potential and decent KO potential. Unlike Young Link and Toon Link's up tilts, it begins from behind Link himself. | 11% |
Little Mac | Swings his fist over his head. Can combo into itself at low percents. | 6.5% |
Lucario | Kicks above itself in an arc over its head. A quick move that can KO with high aura. | 6% (foot), 5% (leg) |
Lucas | Does a flipkick with his foot, releasing PSI energy. Can combo into aerials at low to medium percents. | 1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2) |
Lucina | Similar to Marth's, but instead of having a tipper sweetspot, it consists of a clean hit that deals more knockback and a late hit that deals more damage. | 7.6% (early), 8.075% (late) |
Luigi | A short uppercut, similar to Mario's, but with better range in front of and underneath Luigi himself. Has effective vertical and horizontal range. A very useful combo starter, leading into itself or aerials at low percentages. | 6% |
Mario | Does a spinning uppercut. Although its range has been notoriously nerfed from SSB4, with reduced range in front of and underneath Mario, it is still useful for starting combos at both low and high percentages. | 5.5% |
Marth | Swings the Falchion in an arc over his head. Has a very large hitbox that can hit opponents behind him. Can KO at high percentages when tippered. | 6% (blade), 5% (body), 9% (tip) |
Mega Man | Does a jumping uppercut called the Mega Upper. Has powerful knockback and can reliably KO medium-light characters under 80%. | 17% (clean), 12% (mid), 8% (late) |
Meta Knight | Spins his body while thrusting his sword above him. High vertical hitbox. | 7% (sword), 5% (body early), 6% (body clean) |
Mewtwo | Performs a backflip while swinging its tail in an overhead arc. Has a large, far-reaching hitbox that is effective for juggling. | 6% (nearest), 5% (near), 4% (far), 3% (farthest), 4.5% (farthest hitbox to opponents in front of Mewtwo) |
Mii Brawler | Performs an uppercut that has low horizontal range, but still higher than that of Mario's. It can juggle into itself at low percentages, but becomes an unreliable combo tool after 120%. | 6% |
Mii Gunner | A uppercut with their arm cannon, releasing a discharge of flames. A very damaging move with good vertical range, making it an effective anti-air attack. | 10% (clean), 8% (late) |
Mii Swordfighter | A single sword slash that moves in an arc. Decent KO potential. | 7% |
Mr. Game & Watch | Swings two flags above himself. His model changes to his appearance in Flagman. The first hit (which is done in front of him) has low knockback scaling, allowing it to combo into the second hit, which launches opponents up and behind Mr. Game & Watch. | 7% (hits 1 and 2) |
Ness | Reaches up while thrusting his hands out, releasing PSI energy. Has good vertical range but poor horizontal range. | 7% (spark), 5% (body) |
Olimar | Jumps up and spins his body. Hits multiple times and the last hit deals high knockback. | 0.6% (hits 1-5), 4% (hit 6) |
Pac-Man | A quick uppercut. Decent vertical range but small hitbox and little horizontal reach. Pac-Man's fist is intangible during a few frames. | 6.5% |
Palutena | Kneels down and spins her staff in the air. Hits multiple times and has high knockback. | 1.3% (hits 1-5), 2.5% (hit 6) |
Peach | Extends her arm upward, creating a discharge of pink magic in the form of a heart. Peach's head and arm become intangible for a few frames. | 10% (blast), 8% (arm) |
Pichu | An overhead swipe with its tail. Similar to Pikachu's, but with weaker knockback. Has low range, but can still combo into itself at low percentages. | 5% |
Pikachu | An overhead swipe with its tail, starting from behind Pikachu. While it has moderate startup lag, it is an effective combo starter and juggling tool. | 5% |
Piranha Plant | Flails its head upward. Its head is intangible for as long as the hitboxes are out. | 9% (head), 7% (body) |
Pit | Does two upward kicks in a manner resembling Captain Falcon's up smash. Has less ending lag compared to Smash 4. | 4% (hit 1), 5% (hit 2). |
Richter | Identical to Simon's. | 10% (whip), 2% (close) |
Ridley | Swipes one of his wings in an arc above himself, starting from behind. Its coverage can allow it to be used as an anti-air tool. Ridley's wing is intangible when the hitboxes are active. | 9% (tip), 7% (wing) |
R.O.B. | Raises both of his arms to strike the opponent. Quick and has high vertical range, but little to no horizontal range. | 3% (hit 1), 5% (hit 2) |
Robin | An inward-turning, upward slash with his Bronze Sword. | 6% |
Rosalina & Luma | Rosalina: Creates a Saturnian ring that covers the top of her head. Has a large horizontal hitbox, but cannot hit grounded opponents.
Luma: A quick uppercut. |
Rosalina: 10% Luma: 12% |
Roy | A reverse-gripped downward slash with the Binding Blade. Powerful when sweetspotted, being able to KO at around 120%. However, it has noticeable ending lag. | 12% (base), 7% (tip) |
Ryu | Tapped: An uppercut-style elbow strike. Due to its fast speed and surprisingly decent range, it can chain into itself and lead into many of Ryu's moves for a quick finisher. Based on his close standing light punch in Street Fighter II.
'’Held: A strong uppercut. An effective finishing move that can KO at 152%. Grants intangibility on his upper body for a few frames. Based on his close standing heavy punch from Street Fighter III. |
2% (tapped), 12% (held) |
Samus | Performs an axe kick. It will meteor smash grounded opponents, but launches aerial opponents at a horizontal angle. | 13% (grounded), 12% (aerial) |
Sheik | Lifts her leg into the air, and then performs a axe kick. | 3% (hit 1), 4% (hit 2) |
Shulk | An overhead arcing slash with his Monado. Has a wide hitbox and a good amount of range. | 10% (blade), 9% (beam) |
Simon | Twirls his Vampire Killer to attack over his head. Provides excellent coverage and can potentially chain into itself at low percent. | 10% (whip), 2% (close) |
Snake | Kicks his leg upward. Previously infamous for its invisible disjointed hitbox, the move's range has been significantly reduced. A useful KOing option that deals significant damage and boasts long vertical range. | 14.5% (clean), 13.5% (late) |
Sonic | Kicks his two feet upward in a manner resembling Captain Falcon's up smash. Has decent vertical range that makes it useful as an anti-air attack. | 2% (hit 1), 6% (hit 2) |
Squirtle | Hops up and performs a headbutt. A weak but quick attack that can be used as a combo starter. | 5% |
Toon Link | An upward slash with the Master Sword that begins in front of him, similar to Young Link's. | 5% |
Villager | Attacks with a stick in an upward motion. Hits twice, with the second hit having high vertical knockback. | 5% (hit 1), 6% (hit 2) |
Wario | Raises both of his hands into the air. A potent combo starter because of its low knockback. | 6% (clean), 5% (late) |
Wii Fit Trainer | Performs the Triangle Pose. Has vertical knockback that can make it reliable for combos. Her rising arm is intangible during the attack. | 10% |
Wolf | Does an upward kick that covers the front of his body. It has good speed, power, and damage. Can KO middleweights at around 125%. | 10% |
Yoshi | Quickly flicks his tail above himself. A combo starter that can lead into aerial attacks. | 7% |
Young Link | A upward sword slash with the Kokiri Sword that begins in front of him. It now has increased vertical range. | 8% |
Zelda | Waves her arm above her head in an arcing motion while her hand lets out magical energy. It has minimal ending lag and a long hitbox duration. | 7.2% |
Zero Suit Samus | Performs a scissor kick out of a handstand. Fast and hits in front of and behind her. | 5% (hit 1), 7% (hit 2) |
Notable up tilts
- Marth's up tilt, a high-range, upward swipe with the sword that combos into subsequent up tilts, grabs, or forward smashes in Melee, while it can KO floaty characters at mid-high percentages in both Melee and Brawl.
- Ganondorf's up tilt, known as the Volcano Kick, has the longest startup for an up tilt, but deals high damage and extreme knockback. In Brawl, SSB4 and Ultimate, it also creates a vacuum that draws other characters towards him, and is notable in SSB4 and Ultimate for instantly shattering full shields with the sweetspot.
- Snake's up tilt is quite possibly the most feared up tilt in Brawl with its high knockback, fast start-up, little ending lag, and huge disjointed hitbox. In Ultimate, its disjointed hitbox has been reduced, but it remains one of the best up tilts in the game.
- King Dedede's up tilt has more knockback than his uncharged up smash and has the third highest knockback of any up tilt, after those of Ganondorf and Snake, along with being not particularly slow, making it one of the best up tilts in Brawl.
- Samus's up tilt is an unconventional meteor smash in all games past Smash 64, as it meteor smashes grounded opponents, but sends aerial opponents on a normal horizontal trajectory.
- Kirby's up tilt in Smash 64 is considered overall one of the best moves in any Smash game; this move has very quick start-up and good combo ability, and a hugely disjointed hitbox. It is notable for its ability to easily and quickly break shields, as well as being able to outspace some characters' reliable approach options on its own (such as Yoshi).
- Mega Man's up tilt is based on the Mega Upper, which itself is based on the Shoryuken of Street Fighter fame. It causes Mega Man to leave the ground and has exceptionally high knockback if it is sweetspotted.
- Mario's up tilt in SSB4 can be confirmed into from down throw, and combos into itself. From there, he can use up-air strings into his up special to allow for 0-deaths, making Mario's up tilt likely the most revered one in the game. In Ultimate, it got nerfed, having less range, but it’s still an effective combo starter.
- As of Ultimate, some characters have the ability to combo into the move itself allowing more follow ups and damage potential to any opponent they have advantage on.
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 |