Hitbox visualization showing Mario's up tilt.
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Overview

A spinning uppercut. It can be a useful combo tool at certain percents, but the hitbox is rather small, meaning Mario must be close to, or under an opponent to hit them. The move has few follow ups aside from itself and up aerial. It can follow up after a down throw. The move is incredibly fast, with hitboxes starting on frame 5, however the hitbox only lasts for 6 frames. The move lacks a sourspot, which is good as it is a combo tool.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 5.5% 0   Standard 28 130 0   3.5 head -0.5 -0.8 0.2 1.0× 1.0× 0%               Punch   All All            
1 0 0 5.5% 0   Standard 28 130 0   4.2 arml 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 5.5% 0   Standard 28 130 0   5.0 arml 4.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            

Timing

Hitboxes 5-11
Interruptible 30
Animation length 51
                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Interruptible