Super Smash Bros. Ultimate

Little Mac (SSBU)/Up special

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Hitbox visualization showing Little Mac's Rising Uppercut.

Overview[edit]

Little Mac performs a spinning uppercut, hitting opponents multiple times before launching them away with an upwards punch. The move is among the least damaging of its kind, dealing only 10% without the 1v1 multiplier, but makes up for it with sizable kill power, KOing Mario at around 110% off the top of Final Destination.

The move is perhaps best known for being a significant contributor to Little Mac's underwhelming recovery, granting him a paltry amount of vertical distance once used in the air. It doesn't rise much higher than an aerial jump and provides very little horizontal drift, with only a small amount of possible directional influence before the final hit that completely halts Little Mac's horizontal and vertical momentum. These factors combined make it arguably the worst up special recovery-wise in the game.

However, despite its setbacks and contributions to Little Mac's disadvantage state, Rising Uppercut still manages to be a rather useful tool in his kit, oftentimes seeing use multiple times a stock. For starters, it's one of his main options out of shield due to the hitboxes coming out at frame 3, tied for the fastest out of shield option in the game. The first hit is only a small disjoint, however, so it won't be able to hit opponents who've properly spaced their attacks on shield.

Rising Uppercut's impressive speed means that it's also commonly used as a combo finisher at multiple percents. At mid-percents, it can be comboed into from one or two up tilts. At high percents, it can be done off of a down tilt if the player does a quick dash then jump in between for a setup that becomes more forgiving depending on the opponent's weight. While these are the most common use cases for the move as a finisher, it can also be found in some rarer setups, like off of a down throw or an upwards angled forward smash with Special Zoom.

Lastly, alongside its quick speed, the move has invincibility from frames 1 to 3. This grants it utility as a strong but committal combo breaker. If it hits, it's capable of reversing the opponent's advantage state very fast, potentially taking early and unexpected stocks. If it misses, Little Mac will be left wide open for a punish. As such, in this regard, it's to be used very carefully or in moments of desperation.

Update History[edit]

Super Smash Bros. Ultimate 13.0.0

  • Buff Rising Uppercut's final hit has higher knockback scaling (190 → 197).

Hitboxes[edit]

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 AngleIcon103.png Forward 0 100 155 HitboxTableIcon(False).png 2.0 top 0.0 6.0 to 12.0 10.0 1.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 3.0% 0 AngleIcon95.png Forward 0 100 160 HitboxTableIcon(False).png 3.0 top 0.0 5.0 to 12.0 5.0 1.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Looping hit
0 0 4 1.0% 0 Autolink angle (367) Forward 40 50 0 HitboxTableIcon(False).png 6.0 top 0.0 26.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Rapid (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 4
Final hit
0 0 0 3.0% 0 AngleIcon80.png Forward 45 197 0 HitboxTableIcon(False).png 8.0 top 0.0 28.0 0.0 2.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 0

Timing[edit]

Intangibility 1-3
Hit 1 3
Multihits (rehit rate: 4) 6-21
Final hit 26
Animation length 57
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
Interruptibility
Interruptible