Character
|
Description
|
Damage
|
Mario |
Mario headbutts upward. Has fast start-up lag and its ending lag is rather low as well. It does have good base knockback and knockback scaling, but its KO power is rather average for an up-smash. This is Mario's only reliable finisher outside his forward smash and it is his only attack that can KO vertically under 150%. |
14%
|
Luigi |
Luigi headbutts upward similar to Mario's Up Smash, but it has higher knockback and sends foes on a more diagonal trajectory behind him. Can slide if dashes and few frames after charge it, which slides slower than Mario, but slides farther. |
15% stronger hitbox. The weaker hitbox will do 12%.
|
Peach |
Thrusts her arm up quickly. Very powerful when sweetspotted, but very weak when not sweetspotted. If Peach sweetspotted (Peach's body, as opposed to the arm) an opponent with fully charged up smash, it can KO at around 55%. |
17% body, 15% arm, 8% sides. When late, 12% body, 10% arm.
|
Bowser |
Hops into the air, hitting with his shell. Hitting with the sides of the attack does less damage. Opponents who only shield his jump may be hit by his landing (this only applies to grounded opponents). Very high knockback. |
Hit one, 20% shell, 15% head/tail. Hit two, 12% shell, 10% head/tail.
|
Donkey Kong |
Claps overhead. Small hitbox that usually only hits foes directly above him, but great power and fairly fast. |
18%
|
Diddy Kong |
Does a weird cartwheel in place, hitting three times. Not very powerful (weakest in the game), but a decent combo move. Can be used as a sliding DACUS. |
5% first two hits, 6% third hit, 16% all three.
|
Yoshi |
Headbutts above himself. The attack can hit behind Yoshi. Yoshi's head is intangible while the hitboxes are out. |
16%
|
Wario |
Spins in place and headbutts upward, hitting multiple times. Can be used as a sliding DACUS. |
15%
|
Link |
Slashes over his head three times. Third hit has most knockback, but first two hits can be smash DI'ed out of. Can be used as a sliding DACUS. |
17% if all hits connect.
|
Zelda |
Waves her hand above her head with magical energy. Comes out quickly, pulls opponents in and has a lot of hits, not to mention the great damage and knockback. |
15% if all hits connect.
|
Sheik |
Pulls with both hands to her sides in a downward way. Two hits without any noticeable animation and first hit can lead into the second at low percents. Does a great deal of damage and knockback when sweetspotted. Can be used as a sliding DACUS. |
Body (hits first), 17% Wind, 12%, up to 29%.
|
Ganondorf |
Kicks once but it hits all the way to the ground. Has a huge amount of IASA Frames in Brawl. Sweetspot is on the foot. |
19% leg, 22% foot.
|
Toon Link |
Slashes above his head once with his sword. It has good Star KO potential, and its decent speed and range make it a good choice to execute during a dash. |
15%
|
Samus |
Uses arm cannon and shoots fire above her head, hitting five times. Very weak knockback, one of the weakest of all up smashes, but does a lot of damage if all hits connect. Can be used as a sliding DACUS. |
Does 4% for each hit, dealing 23% if all hits connect.
|
Zero Suit Samus |
Twirls her whip above her head. Doesn't have much startup lag and has great vertical range. Great for racking up damage. Only the tip does a lot of knockback. |
12% if all hits connect.
|
Pit |
Slashes above him with both of his swords. Faster, but less knockback than something like Link's, and with more vertical range and less horizontal. All the knockback is in the last slash, the other two have reverse knockback, sucking the opponent closer to set up for the final slash. If the player hits with only the first slash of this attack, it is actually a spike. However, this is extremely difficult to pull off. Has a start-up of 6 frames. |
13% if all hits connect.
|
Ice Climbers |
Slam hammers above their heads. Hits from frame 13 to 18. |
Leader, 11%. Partner, 9%. Total, up to 20% uncharged, 28% fully charged.
|
R.O.B. |
Does a handstand, shooting a burst from his thrusters into the air. His most powerful finisher, but has almost no horizontal range. |
14%
|
Kirby |
Does a backflip, kicking. Hits all the way around Kirby. Weaker if the opponent is hit behind Kirby (when he lowers his foot to the ground). Hits from frame 14 to 25. |
15% in front, 12% in back.
|
Meta Knight |
Slashes above him a few times. Similar to Link's, only much faster and not as powerful. Low knockback, but can KO at high percentages. First slash has a start-up of 8 frames, the second slash hits on frame 12 and the final slash hits on frame 17. |
9% if all three hits connect.
|
King Dedede |
Swings hammer over his head. It has powerful vertical knockback with average base knockback and high knockback scaling along with a hitbox that covers the area in front of and behind Dedede, as well as above him. However, it has slow start-up lag (20 frames) and even worse ending lag with rather average damage output for an up smash. When uncharged, it is weaker than his up tilt as well as being much slower. As such, Dedede's up smash is often neglected and is not used often. The up smash KOs reliably around 121% uncharged. |
14%
|
Olimar |
Throws a Pikmin into the air. Olimar's fastest smash (hitbox out on frame 8), has surprising forward range. Possesses huge knockback when it's a purple Pikmin. |
Red Pikmin: 15%. Blue Pikmin: 15%. Yellow Pikmin: 14%. White Pikmin: 9%. Purple Pikmin: 16%.
|
Fox |
Does a flipping kick above his head. Very powerful and quick, critical for KOing foes. Arguably Fox's best KO move. Best Space Animal upsmash. |
17% in front.
|
Falco |
Just like Fox's, only weaker. Can be used as a sliding DACUS. The knockback is entirely dependent on where it hits; strong vertical knockback in the front, fairly low horizontal knockback in the rear. Moderately high knockback. It is also possible to combo a silent laser (see below) into either a normal or boosted up smash for a KO provided the laser is close enough |
14%.
|
Wolf |
Does a flipping scissor kick above his head. Can be used as a sliding DACUS. This move hits twice: the first hit usually pushes the opponent into the second. Wolf's Up Smash can be used in a DACUS. It has a small sweetspot on his body that deals the same damage as the main hitbox on his legs, but is much more powerful and sends opponents on a horizontal trajectory instead. Landing this sweetspot is very difficult though and is mostly luck based as it is landed most of the time when the opponent does a rolling dodge past the first hitbox and into Wolf's body. It is also sometimes landed during a DACUS. It is also interesting to note that this sweetspot KOs even quicker than Wolf's down smash (though the down smash does have slightly higher knockback scaling). |
First hit, 6%, second hit, 12%.
|
Captain Falcon |
Kicks upwards twice. Good knockback for a up smash, especially for a multi-hit up smash. This is one of Falcon's best moves due to the good vertical range, power, damage output, its usefulness as a running up smash (due to Captain Falcon's very fast dash speed), and juggling ability. It has very poor horizontal reach, which can make it difficult to land on grounded opponents, but the horizontal disjoint makes the range better than it looks and using it during a dash can help with this problem. |
21% if both hits connect.
|
Pikachu |
Flips over, hitting with its tail. Similar to Fox's, but with less range and less power, but it's faster. |
14%
|
Squirtle |
Slams hands onto the ground, sending twin geysers into the air. A powerful vertical finisher, this is Squirtle's most powerful attack. Hits on frame 19 and 25. |
16% if both hits connect.
|
Ivysaur |
Powder erupts from his bulb. Strongest Up Smash in terms of power, being able to KO at percentages as low as 32%, but suffers from long startup lag. |
17%
|
Charizard |
Slashes upward with both wings. Decent knockback; maximum damage is given if both wings strike. Initial wing-swipe is very fast, making running up-smashes very effective. |
5% first hit, 11% second hit.
|
Lucario |
Punches upwards with blue aura energy. Damages enemies in front and behind of Lucario, with the attack having an exceptional amount of active frames (lasting until nearly the end of the move). Its a great anti-air attack. Hitbox to the sides is greater when opponent is behind Lucario than in front of him. |
8% minimum power, 18% max power.
|
Jigglypuff |
Headbutts above itself. Can be used as a sliding DACUS. |
15% in the back, 13% in the front.
|
Marth |
Stabs his sword above his head. When Marth hits someone at low percentages with his running up smash, it sends his opponent on a bizarre horizontal trajectory with very high base knockback. This is very effective at setting up edgeguard situations at low percentages, especially since Marth is arguably one of the best edgeguarders in the game. On a interesting note, Marth's up smash only send opponents at low to mid percentages horizontally. Its slide smash is very long, due to Marth's low traction. Once they approach 70%, it only sends opponents vertically, no matter what part of the up smash connects |
Does 14% untipped, 17% tipped. Contains disjointed hitboxes along Marth's body that send opponents into the stronger hitboxes along Marth's sword and deal an extra 4% damage.
|
Ike |
Swings sword above his head. Covers great range and is powerful but incredibly laggy like almost all of other Ike's attacks. |
17%
|
Ness |
Does an "Around the World" with his yo-yo, arcing it above him. Weaker than most Up Smashes. Yo-yo can also damage while charging up. Interestingly, when it's 'charging' it doesn't increase in damage or knockback. |
Does 4% while charging, 9% on opponents in front on the ground, 13% on opponents in the air or behind Ness.
|
Lucas |
Releases an extremely powerful blast of PSI above him. Has a surprisingly far range above Lucas. Second strongest up smash in the game, but very high start-up and ending lag. |
A hit of 2% (does not connect if opponent is far away), then 19%, up to 21%.
|
Mr. Game & Watch |
Headbutt: Headbutts above him wearing a scuba helmet from Octopus. Has a fair amount of start-up lag. |
18%
|
Snake |
Fires a mortar into the air; more charge, more distance. Can be used as a sliding DACUS, which is probably the most well-known DACUS of all characters. The movement of the shell is almost entirely vertical, but there is a varying small amount of random horizontal movement. The shell has high base knockback but very low knockback scaling, making it unreliable as a KO move, though its angles it hits at can sometimes make the opponent not sure where to DI for relatively early kills. Charging the up smash does not increase its power, but it increases the speed at which the shell is fired, making it go higher. When fully charged it travels great distances, almost the entire height of the 'large' stage builder area, making it have by far the greatest vertical reach of any attack. The shell explodes if it makes contact with a ceiling, an opponent, a wall or the ground no matter what direction it's moving in. The action of slamming down the mortar has a hitbox that produces very weak vertical knockback that knocks opponents into the mortar's line of fire. |
The shell hitbox does 10% while the mortar hitbox does 4%.
|
Sonic |
Jumps into the air, spinning in a ball. Has a few invincibility frames. Low knockback, though last hits can Meteor Smash. Can be used as a sliding DACUS. |
14% if all hits connect.
|