Hitbox visualization showing Mii Gunner'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

  3.1.0

  •   Up smash's hits connect more reliably.

  4.0.0

  •   Up smash's hits have adjusted angles and position vectors, allowing them to connect more reliably.
  •   Certain hitboxes of up smash 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.

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
Hit 1
0 0 0 3.0% 0   Forward 70 100 30   2.5 armr 0.0 0.0 0.0 1.0× 1.2× 0%               Fire   All All            
1 0 0 3.0% 0   Forward 10 100 30   2.5 armr 0.0 0.0 0.0 1.0× 1.2× 0%               Fire   All All            
2 0 0 3.0% 0   Forward 0 100 30   2.0 armr 3.5 3.0 0.0 1.0× 1.2× 0%               Fire   All All            
3 0 0 3.0% 0   Forward 0 100 0   7.0 armr 7.0 -1.0 0.0 1.0× 1.2× 0%               Fire   All All            
The ID 3 hitbox uses a position vector with offsets [8, 23] for 6 frames.
Hit 2
0 0 0 2.5% 0   Forward 100 100 30   6.0 armr 7.2 to 5.8 -2.3 to -0.8 0.0 1.0× 1.2× 0%               Fire   All All            
1 0 0 2.5% 0   Forward 100 100 30   7.0 armr 7.0 -1.0 0.0 1.0× 1.2× 0%          d     Fire   All All            
2 0 0 2.5% 0   Forward 0 100 0   7.0 armr 7.0 -1.0 0.0 1.0× 1.2× 0%               Fire   All All            
The ID 2 hitbox uses a position vector with offsets [-3, 30] for 10 frames.
Hit 3
0 0 0 2.5% 0   Forward 80 30 25   7.0 armr 8.0 0.0 0.0 1.0× 1.2× 0%               Fire   All All            
1 0 0 2.5% 0   Forward 0 100 0   7.0 armr 8.0 0.0 0.0 1.0× 1.2× 0%               Fire   All All            
The ID 1 hitbox uses a position vector with offsets [-8, 16] for 5 frames.
Hit 4
0 0 0 2.5% 0   Forward 44 100 30   3.0 armr 0.0 0.0 0.0 1.0× 1.2× 0%               Fire   All All            
1 0 0 2.5% 0   Forward 44 100 30   6.5 armr 6.5 0.0 0.0 1.0× 1.2× 0%               Fire   All All            
2 0 0 2.5% 0   Forward 26 100 30   3.0 armr 0.0 0.0 0.0 1.0× 1.2× 0%               Fire   All All            
3 0 0 2.5% 0   Forward 26 100 30   6.5 armr 6.5 0.0 0.0 1.0× 1.2× 0%               Fire   All All            
The ID 2 and 3 hitboxes use a position vector with offsets [-12, 12] for 5 frames.
Hit 5
0 0 0 7.0% 0   Forward 53 139 0   3.0 armr 0.0 0.0 0.0 1.0× 1.2× 0%               Fire   All All            
1 0 0 7.0% 0   Forward 53 139 0   8.0 armr 7.8 -0.5 0.0 1.0× 1.2× 0%               Fire   All All            

TimingEdit

Charges between 7-8
Hits 1-4 11-12, 15-16, 19-20, 23-24
Hit 5 27-28
Interruptible 56
Animation length 67
                                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible