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Upperdash Arm

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Upperdash Arm
Pit Side B SSBU.gif
Pit using his Upperdash Arm in Ultimate.
User Pit
Universe Kid Icarus
Article on Icaruspedia Upperdash Arm

The Upperdash Arm (豪腕ダッシュアッパー, Strong/Stout-Arm Dash Upper) is a weapon from Kid Icarus Uprising, acting as Pit's new side special move in Super Smash Bros. 4 and Super Smash Bros. Ultimate.


Dashing with the Upperdash Arm in Super Smash Bros. for Wii U.
Pit dashing with the Upperdash Arm.

The move involves Pit dashing forward, and then uppercutting any opponent he comes across with the Upperdash Arm - similarly to Raptor Boost, although slower and traveling a shorter distance. The move does 11% with mainly vertical knockback, with high base knockback but rather average knockback scaling, making it capable of KOing beginning from 150%. The aerial version is weaker than the grounded version, doing 9% and being unable to KO until 170%. The move uses a proximity detection hitbox to determine when to uppercut, active frames 16-35 on the ground and 19-35 in the air. This is used for opponents and projectiles.

The move has super armor during the uppercut on frames 11-26, allowing Pit to plow through attacks to land a hit. It is also capable of deflecting projectiles while the move is active, though it will cut short Pit's dash, as he will swing his Arm prematurely. Additionally, deflected projectiles are sent upward at a 50 degree angle, and are not considered to be reflected; this renders them harmless to enemies as they are still the property of the opponent, much like how Confusion worked in Melee. It also deals high shield damage to shields. Because of its armor, high shield damage, and ability to deflect projectiles, this move is risky to shield and difficult to counter with attacks alone, although its ending lag makes it easily punished.

If used in the air, the move has an extremely laggy ending animation regardless of whether Pit hits anything (however, more endlag is experienced if Pit misses in the air, enough to make him SD), making the move very punishable if Pit misses. The move itself does not have much landing lag, however. Connecting with it in midair also gives Pit an upward boost that can have its momentum controlled much like a normal jump, and can be performed right afterward once more after the recovery. The ending lag can lead to possible self-destructs if used unwisely, although the move can sweetspot ledges if used as a recovery. Using the move on the ground will cause him to stop at the very edge of whatever platform he's on, similar to Fox Illusion. Despite the massive aerial ending lag, Pit is not put into a helpless state afterwards.

In the Japanese version, Pit may occasionally yell out "Dash Upper!" ("ダッシュアッパー!") upon connecting.

Instructional quotes[edit]

Super Smash Bros. for Nintendo 3DS case foldout PitHeadSSB4-3.png Dash forward and uppercut opponents.
Super Smash Bros. Ultimate Move List PitHeadSSBU.png Dashes forward and uppercuts opponents. Can deflect projectiles.


Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Upperdash Arm 2. Interception Arm 3. Quickdash Arm
"Dash forward and uppercut opponents. Can deflect projectiles." "Acts as a counter, allowing you to uppercut enemies if they try to hit you. No dash." "A faster, longer dash that continues after the uppercut, making it hard to control."
  1. Upperdash Arm: Default.
  2. Interception Arm: Has super armor on frames 7-40 and allows Pit to uppercut enemies if they get near him. It will not let him dash and will cause him to step back slightly, making the move more difficult to land. This move can be canceled when used on the very edge of the stage. Has slightly more range to activate the move than Dark Pit's Electrocut Arm. The attack also has super armor on frames 1-8. It also loses the ability to deflect projectiles.
  3. Quickdash Arm: A faster, longer dash that continues after the uppercut, making it hard to control, but in some cases useful for chasing enemies after landing the hit, to possibly avoid punishes when hitting a shielding opponent, or to slide across the stage if aimed properly near and towards a ledge.


Upperdash Arm's trophy in Super Smash Bros. for Nintendo 3DS
Upperdash Arm
NTSC Arms are a family of weapons that attach to the user's arm and fire projectiles. This one is outfitted with a disc-shaped device that fires ring shots. As the name implies, its real specialty lies in its powerful melee dash attack. Remember to take it off before a meal, though.
PAL Arms are weapons that attach to your arm and fire projectiles. This one has a disc-shaped device that fires ring shots. As the name implies, its speciality is a powerful melee dash attack. To avoid causing unwanted mess, we recommend removing the Upperdash Arm before eating.


The Upperdash Arm as it appears in Uprising.
Taken from Icaruspedia.
The Upperdash Arm as it appears in Uprising.

Arms are one of the weapon classes in Kid Icarus Uprising. Weapons in this class boast power in both melee and ranged combat, but are short-ranged and have a slow attack speed (in addition to considerably slowing Pit's running speed); this is referenced by Pit's move in Smash 4, having good knockback but suffering punishable ending lag. The Upperdash Arm has weak normal attacks but strong melee dash attacks. The back-dash charged shot from this weapon is capable of sending foes airborne.


Names in other languages[edit]

Language Name
Japan Japanese 豪腕ダッシュアッパー
UK English Upperdash Arm
France French Bras déchaîné
Germany German Aufwärtsarm
Spain Spanish Brazal radial
Italy Italian Braccio uppercut
China Chinese (Simplified) 豪腕冲刺上勾拳
Taiwan Chinese (Traditional) 豪腕衝刺上鉤拳
South Korea Korean 호완 대시어퍼
Netherlands Dutch Uppercutarm
Russia Russian Диск апперкота


  • Although the description for Interception Arm says it is a counter, it does not activate on Pit being hit. Instead it uses a search hitbox similar to his default Upperdash Arm, which activates when an opponent enters it.
  • If the Shadow Assist Trophy freezes Pit while performing Interceptor Arm in Smash 4, the counter hitbox will remain active and trigger if hit. The frozen Pit will not attack until being unfrozen, but will remain intangible in the mean time.