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Up smash

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The Wii Fit Trainer charges her up smash.

Up smash (abbreviated u-smash) is a smash attack performed by any character by tapping the control stick upward and pressing A, or, in Melee's versus mode, by pressing up on the C-stick. The up smash can be charged by holding down the A button for up to two seconds in conjunction with the C-stick, resulting in higher damage and knockback. If the enemy has heavy damage, it can be easy for the player to Star KO or Screen KO them using these moves.

List of up smashes in Super Smash Bros.

Character Description Damage
Mario Headbutts upwards. His whole head becomes a hitbox, which although laggy, a powerful finisher. Considered one of the strongest up smashes in the game. 19%
Luigi Headbutts upwards. Lunges head upwards in an arc. Decent knockback 19%
Donkey Kong Claps overhead with some start-up lag. Very large hitbox. Grounded enemies are occasionally affected. Best used under a platform where an opponent is standing or a well timed anti-air attack. 21%
Yoshi Headbutts upwards. Has good horizontal knockback from behind to top, average upwards knockback when hit near the end. 18%
Link Slashes overhead with his sword three times. The move is a good close up defensive move but also has a good KO-ing property. 22% if all hit connect.
Samus Shoots fire above her head in an arc. 50% if all hits connect.
Kirby Does a flip kick. A fast flip kick that is very similar to Fox's and Pikachu's, but with slower start-up and slightly less knockback. 16%
Fox Does a flip kick. He does a fast quick flip, with much vertical KO power. 16%
Captain Falcon Does an uppercut. This is Captain Falcon's main combo starter. The attack sends the opponent straight up, but with low knockback and high hitstun. It is also trifled with unusually short range, for an up smash. It is the weakest up smash in the game, but one of Falcon's most useful moves for its combo potential. The hitbox is Falcon's body and the small area above his raised fist. 17%
Pikachu Flips over and hits with its tail similar to Falcon's but with more range, more power, and more lag. Can combo into itself when used against heavier characters. Overall, a versatile move. Also leads directly into a Thunder which allows it to KO 20 to 30% quicker than normal, commonly known as Thunder Spiking. High priority as well. Used in combos. 18%
Jigglypuff Hits with its head. If the opponent is hit early, this attack sends the opponent straight up for quick, low-percent kills. At the last few frames of the attack, the hitbox exists only in front of Jigglypuff and sends the opponent forward with much less knockback. This attack is often used as a finisher. 18%
Ness Does an "Around The World" with his yoyo which acts as a good anti-air move. Strange hitbox, does not hit short characters on ground. Above average speed. 17%

List of up smashes in Super Smash Bros. Melee

Character Description Damage
Mario Headbutts upwards. A fast move with more range at the back of his head than in the front. Template:DamageWhenCharged
Luigi Headbutts upwards. Identical to Mario and Dr. Mario's headbutt with an up-and-behind trajectory, ideal for setting up aerial combos with Luigi. The player can also buffer it in at the end of a wavedash which allows for an alternative vertical launcher to Luigi's common wavedash to down smash approach. Template:DamageWhenCharged
Dr. Mario Similar to Mario but with less knockback and slightly faster. Unusually, the attack has spike properties, though these only work on grounded opponents. Template:DamageWhenCharged
Peach Quick upwards slap. If sweetspotted (located her palm and her hand), the attack send opponent upward with high vertical knockback. If sourspotted (located her shoulders and her finger), the move has weak vertical knockback. When sweetspotted, this move can KO opponents at around 73% when fully charged. 8-25% .
Bowser Hops into the air hitting with his shell. 11%-27%.
Donkey Kong Claps overhead, good knockback. Somewhat slow, not to mention this will not hit a grounded foe at all. 18% uncharged, 24% fully charged.
Yoshi Headbutts upwards. 13% uncharged, 19% fully charged.
Link Slashes above him three times. Somewhat different from the move in SSB. All hits now have a noticeable arch above him with good range, instead of just the first hit being an arch and two smaller stabs upwards as in SSB. Good for racking up damage and setting up for air combos due to below average knockback for an up smash. Up to three separate hits. Uncharged inflicts 15%. Fully charged will do 20%.
Young Link Similar to Link but with less knockback. Up to 11% uncharged, 15% fully.
Zelda Waves her hand above her three times with magic. 14% uncharged, 20% fully.
Sheik Puts her arms above herself and violently separates them to her left and right. Incredibly powerful when sweetspotted, being among the most powerful in the game, but otherwise does moderate knockback when sourspotted. 13-19% arms, tip does 17-23% in the NTSC version, 16-22% in the PAL.
Ganondorf Kicks upwards twice. Similar to Captain Falcon. The most damaging up smash if both hits connect. Template:DamageWhenCharged damage on the first hit and Template:DamageWhenCharged on the second, for a combined total of Template:DamageWhenCharged.
Samus Shoots fire above her head in an arch. 21% uncharged, 29% fully charged.
Ice Climbers Hits their hammers above them. 21% total uncharged; 28% total fully charged.
Kirby Does a flip kick. Does Template:DamageWhenCharged damage.
Fox Does a flip kick. This move is very fast, and when used on the ground while facing the foe, it has very high vertical knockback. It is very reliable at mid-high damages. Shine into up smash is very useful for KOs. Does Template:DamageWhenCharged. damage.
Falco Similar to Fox but much weaker; although, it is a better juggler. This also hits behind Falco, albeit with significantly lower knockback. Does Template:DamageWhenCharged damage.
Captain Falcon Kicks upwards twice. The first kick deals Template:DamageWhenCharged damage if the leg connects and Template:DamageWhenCharged if the body connects, while the second kick does Template:DamageWhenCharged on the body and Template:DamageWhenCharged on the foot.
Pikachu Flips over and hits with its tail. It is the most powerful up smash in knockback. Template:DamageWhenCharged damage.
Pichu - Headbutts upwards. 16% uncharged, 20% fully.
Mewtwo Holds his hand above him and shoots darkness. 15% uncharged, 20% full (If all strikes connect).
Jigglypuff Hits with its head. Can lead into aerial combos and KO at high percentage. 14%.
Marth Stabs his sword upwards. While effective on aerial opponents, the move has very weak sourspots next to Marth if used on the ground. Template:DamageWhenCharged sides (sourspots), Template:DamageWhenCharged base, Template:DamageWhenCharged tip.
Roy Similar to Marth. Hits multiple times, has Fire effects and spikes if sweetspotted. 17% uncharged, 22% fully.
Ness Does an "Around the World" with his yoyo. Has average range and speed, but sub-par knockback. Like his down smash, this attack is incapable of KOing unless his opponents is at extreme percentage. 22%.
Mr. Game & Watch Headbutts above him with a scuba helmet from Octopus. Has some start-up lag but also has high knockback, as well as a long duration. 24% damage fully charged.

List of up smashes in Super Smash Bros. Brawl

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%. Template:DamageWhenCharged
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. Template:DamageWhenCharged stronger hitbox. The weaker hitbox will do Template:DamageWhenCharged.
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%. Template:DamageWhenCharged body, Template:DamageWhenCharged arm, Template:DamageWhenCharged sides. When late, Template:DamageWhenCharged body, Template:DamageWhenCharged 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, Template:DamageWhenCharged shell, Template:DamageWhenCharged head/tail. Hit two, Template:DamageWhenCharged shell, Template:DamageWhenCharged head/tail.
Donkey Kong Claps overhead. Small hitbox that usually only hits foes directly above him, but great power and fairly fast. Template:DamageWhenCharged
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. Template:DamageWhenCharged first two hits, Template:DamageWhenCharged third hit, Template:DamageWhenCharged all three.
Yoshi Headbutts above himself. The attack can hit behind Yoshi. Yoshi's head is intangible while the hitboxes are out. Template:DamageWhenCharged
Wario Spins in place and headbutts upward, hitting multiple times. Can be used as a sliding DACUS. Template:DamageWhenCharged
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. Template:DamageWhenCharged 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. Template:DamageWhenCharged 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), Template:DamageWhenCharged Wind, Template:DamageWhenCharged, up to Template:DamageWhenCharged.
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. Template:DamageWhenCharged leg, Template:DamageWhenCharged 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. Template:DamageWhenCharged
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 Template:DamageWhenCharged for each hit, dealing Template:DamageWhenCharged 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. Template:DamageWhenCharged 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. Template:DamageWhenCharged if all hits connect.
Ice Climbers Slam hammers above their heads. Hits from frame 13 to 18. Leader, Template:DamageWhenCharged. Partner, Template:DamageWhenCharged. 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. Template:DamageWhenCharged
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. Template:DamageWhenCharged in front, Template:DamageWhenCharged 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. Template:DamageWhenCharged 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. Template:DamageWhenCharged
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: Template:DamageWhenCharged. Blue Pikmin: Template:DamageWhenCharged. Yellow Pikmin: Template:DamageWhenCharged. White Pikmin: Template:DamageWhenCharged. Purple Pikmin: Template:DamageWhenCharged.
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. Template:DamageWhenCharged 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 Template:DamageWhenCharged.
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, Template:DamageWhenCharged, second hit, Template:DamageWhenCharged.
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. Template:DamageWhenCharged 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. Template:DamageWhenCharged
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. Template:DamageWhenCharged 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. Template:DamageWhenCharged
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. Template:DamageWhenCharged first hit, Template:DamageWhenCharged 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. Template:DamageWhenCharged minimum power, Template:DamageWhenCharged max power.
Jigglypuff Headbutts above itself. Can be used as a sliding DACUS. Template:DamageWhenCharged in the back, Template:DamageWhenCharged 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 Template:DamageWhenCharged untipped, Template:DamageWhenCharged tipped. Contains disjointed hitboxes along Marth's body that send opponents into the stronger hitboxes along Marth's sword and deal an extra Template:DamageWhenCharged damage.
Ike Swings sword above his head. Covers great range and is powerful but incredibly laggy like almost all of other Ike's attacks. Template:DamageWhenCharged
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 Template:DamageWhenCharged (does not connect if opponent is far away), then Template:DamageWhenCharged, up to Template:DamageWhenCharged.
Mr. Game & Watch Headbutt: Headbutts above him wearing a scuba helmet from Octopus. Has a fair amount of start-up lag. Template:DamageWhenCharged
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. Template:DamageWhenCharged if all hits connect.

Notable up smashes include:

  • Peach's up smash has the highest KO potential of all of Peach's attacks at 55%, if sweetspotted (Peach's body, as opposed to the arm) depending on the stage. Her Up smash is the fifth strongest in the game.
  • Olimar's up smash when fully charged with purple Pikmin is the fourth strongest up smash in the game.
  • Mr. Game & Watch's up smash possesses surprising KO potential for its low startup lag. His up smash is the third strongest in the game.
  • Lucas's up smash has a surprisingly far range above Lucas and its range is wide enough to hit two character lengths to the side of him. It is also the second strongest up smash.
  • Ivysaur's up smash can KO at low percentage as 32% and is the strongest up smash in the game.
  • Ness's up smash has unique properties (similar to his down smash) by which it can be charged. Rather than at the beginning of the attack, the smash attack is charged up in the middle of the attack, but only if Ness' Yo-yo comes to rest on a flat surface. Charging the smash does not increase damage or knockback, but opponents can be damaged by the yoyo while it is charging.
  • Roy: Similar to Marth's, but has a fire effect. Can spike if enemy is hit on the sword's tip during the start of the attack.
  • Pit, Zelda, and Sonic: The only two up smashes in the entire series to Meteor Smash, though as mentioned above Roy's is a spike.
  • Dr. Mario's up smash is the only move in his arsenal that is weaker in knockback than Mario's
  • Ganondorf's up smash is the most damaging up smash in Melee if it is fully charged and both kicks hit. His up smash has been nerfed in Brawl, as it doesn't deal the most damage of all up smashes and only deals one kick.
  • Snake's up smash has the most vertical reach of any attack when fully charged. However, charging the smash does not increase damage or knockback.

Gallery

See also