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Samus (SSBM)/Up smash: Difference between revisions

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(→‎Overview: I wouldnt call it complete useless. Ever watched Wes? He used this move to catch people off guard when they were recklessly approaching from the air.)
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==Overview==
==Overview==
[[File:Samus Up Smash Melee.gif|thumb|The hitbox of Samus's u-smash.]]
Samus' up smash 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 [[SDI]]ing 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]]. Regardless, the move still sees some usage in competitive play as an effective anti-air attack (though its follow up options are limited). Overall it's a really poor move on its own and is arguably Samus' worst attack, with it having little practical use for about any situation.
Samus' up smash 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 [[SDI]]ing 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]]. Regardless, the move still sees some usage in competitive play as an effective anti-air attack (though its follow up options are limited). Overall it's a really poor move on its own and is arguably Samus' worst attack, with it having little practical use for about any situation.



Revision as of 04:57, July 19, 2013

Overview

File:Samus Up Smash Melee.gif
The hitbox of Samus's u-smash.

Samus' up smash 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. Regardless, the move still sees some usage in competitive play as an effective anti-air attack (though its follow up options are limited). Overall it's a really poor move on its own and is arguably Samus' worst attack, with it having little practical use for about any situation.

Post hit data

Hitbox Base knockback Knockback scaling
Hit 1 59.84 0.21
Hit 2 44.84 0.21
Hit 3 34.84 0.21
Hit 4 40.225 0.245
Hit 5 75.632 0.672
All hits 87.056 0.672

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 Template:DamageWhenCharged 0 AngleIcon130.png 50 50 0 0.012639816 49 -0.010639944 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Flame).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Burn
1 0 Template:DamageWhenCharged 0 AngleIcon130.png 50 50 0 0.026623296 49 0.0296856 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Flame).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Burn
Hit 2
0 0 Template:DamageWhenCharged 0 AngleIcon120.png 35 50 0 0.012639816 49 -0.010639944 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Flame).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Burn
1 0 Template:DamageWhenCharged 0 AngleIcon120.png 35 50 0 0.026623296 49 0.0296856 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Flame).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Burn
Hit 3
0 0 Template:DamageWhenCharged 0 AngleIcon90.png 25 50 0 0.012639816 49 -0.010639944 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Flame).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Burn
1 0 Template:DamageWhenCharged 0 AngleIcon90.png 25 50 0 0.026623296 49 0.0296856 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Flame).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Burn
Hit 4
0 0 Template:DamageWhenCharged 0 AngleIcon85.png 30 50 0 0.012639816 49 -0.010639944 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Flame).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Burn
1 0 Template:DamageWhenCharged 0 AngleIcon85.png 30 50 0 0.026623296 49 0.0296856 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Flame).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Burn
Hit 5
0 0 Template:DamageWhenCharged 0 AngleIcon80.png 50 120 0 0.0132804 49 -0.010639944 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Flame).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
1 0 Template:DamageWhenCharged 0 AngleIcon80.png 50 120 0 0.0281232 49 0.0296856 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Flame).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn

Timing

Charges between 8-9
Hitboxes 12-14, 16-18, 20-22, 24-26, 28-29
Interruptible 58
Animation length 59
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).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(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(LagChargeS).pngFrameIcon(LagChargeE).png
Charge interval
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Interruptible).png
Interruptible