Hitbox visualization showing Charizard's up smash.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

OverviewEdit

Update historyEdit

  4.0.0

  •   The outermost hitbox of up smash's first hit uses set angles (368° → 280°/320°/340° (frame 7/8/9)) and fixed knockback (0 → 32/42/60). On frame 9, there is a new highest priority hitbox that has the same position as and keeps the pre-patch properties of the outermost hitbox (aside from set weight).
    •   However, this new hitbox deals no damage (5% → 0%), reducing the move's damage potential.
  •   Certain hitboxes of up smash's first hit no longer use set weight, fixing a glitch that caused their position vector to last much longer than usual and launch opponents much farther if the move was interrupted.
  •   The second hit of up smash always launches in the direction Charizard is facing, making it easier to DI.

  6.0.0

  •   Up smash's 0% hitbox on frame 9 introduced in update 4.0.0 has been properly given damage like the rest of the hitboxes (0% → 5%).

HitboxesEdit

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
Early hit 1
0 0 0 5.0% 0   Standard 0 100 100   6.0 top 0.0 9.0 11.0 1.0× 1.0× 0%               Slash   All All            
Mid hit 1
1 0 0 5.0% 0   Standard 0 100 0   4.2 wingl4 1.5 0.0 2.5 1.0× 1.0× 0%               Slash   All All            
2 0 0 5.0% 0   Standard 0 100 0   5.0 wingl2 3.5 -1.5 4.0 1.0× 1.0× 0%               Slash   All All            
3 0 0 5.0% 0   Forward 0 100 32   4.2 wingl4 7.0 0.0 2.5 1.0× 1.0× 0%               Slash   All All            
The ID 1 and 2 hitboxes use a position vector with offsets [0, 18] for 8 frames.
Late hit 1
1 0 0 5.0% 0   Standard 0 100 0   4.2 wingl4 1.5 0.0 2.5 1.0× 1.0× 0%               Slash   All All            
2 0 0 5.0% 0   Standard 0 100 0   5.0 wingl2 3.5 -1.5 4.0 1.0× 1.0× 0%               Slash   All All            
3 0 0 5.0% 0   Forward 0 100 42   4.2 wingl4 7.0 0.0 2.5 1.0× 1.0× 0%               Slash   All All            
Latest hit 1
0 0 0 5.0% 0   Forward 0 100 0   4.2 wingl4 7.0 0.0 2.5 1.0× 1.0× 0%               Slash   All All            
1 0 0 5.0% 0   Standard 0 100 0   4.2 wingl4 1.5 0.0 2.5 1.0× 1.0× 0%               Slash   All All            
2 0 0 5.0% 0   Standard 0 100 0   5.0 wingl2 3.5 -1.5 4.0 1.0× 1.0× 0%               Slash   All All            
3 0 0 5.0% 0   Forward 0 100 60   4.2 wingl4 7.0 0.0 2.5 1.0× 1.0× 0%               Slash   All All            
The ID 0 hitbox uses a position vector with offsets [0, 18] for 8 frames.
Hit 2
0 0 0 11.0% 0   Forward 40 107 0   5.5 wingr2 3.6 0.0 0.0 1.0× 1.0× 0%               Slash   All All            
1 0 0 11.0% 0   Forward 40 107 0   5.0 wingr4 2.7 -2.0 -2.5 1.0× 1.0× 0%               Slash   All All            
2 0 0 11.0% 0   Forward 40 107 0   4.5 wingr7 6.5 0.0 6.2 1.0× 1.0× 0%               Slash   All All            

TimingEdit

Charges between 2-3
Hit 1 6, 7, 8, 9
Hit 2 14-19
Interruptible 47
Animation length 46
                                                                                           
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change