Samus (SSBM)/Up smash
Samus shoots 5 bursts of fire above herself and catches her arm cannon in her other hand. It is a multi-hitting attack with a moderate amount of start-up lag, and it can deal serious damage if all hits connect. However it's nearly impossible to land all its hits without the opponent intentionally SDIing to get hit, as not only is it easy to SDI out of the attack, but the hits don't deal fixed knockback (which leads to the attack hitting opponents out of it on its own at even moderate damage), and their trajectories don't hit the opponent properly towards the next hit. The last hit produces rather weak knockback for a smash attack, so it also can't KO reliably. Additionally, while it has a moderate amount of ending lag, its hitboxes being almost strictly above Samus and its long duration make it easy to punish. The move sees some usage in competitive play as an effective anti-air attack due to its long duration and wide coverage angle (though its followup options are limited), but overall it is a really poor move on its own and is arguably Samus's worst attack, with it having little practical use for about any situation.
Post hit data
|Hitbox||Base knockback||Knockback scaling|
|Hitboxes||12-14, 16-18, 20-22, 24-26, 28-29|