Up special move: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (Grammer)
mNo edit summary
Line 25: Line 25:
| [[Ike]] || [[Aether]] || Ike throws his sword in the air, then jumps up, catches it, and falls back to earth. The move cannot be interrupted while Ike and his sword are separated, and Ike will be temporarily immune to flinching.
| [[Ike]] || [[Aether]] || Ike throws his sword in the air, then jumps up, catches it, and falls back to earth. The move cannot be interrupted while Ike and his sword are separated, and Ike will be temporarily immune to flinching.
|-
|-
| [[Jigglypuff]] || [[Sing]] || Pink waves and musical notes radiate out from Jigglypuff. Any non-airborne enemy caught within these waves will be put to sleep for a short period of time. Like a grab, wiggling the joystick can cause the character to escape the sleep more quickly, but higher damage forces the opponent into sleep for longer. Most of the time, if the character is hit by the start of the attack and the player wiggles their joystick rapidly, the sleep will wear off before Jigglypuff has even finished her Sing attack. Hitting the character or nudging them off the edge will cause them to wake up. This is not a [[triple jump]], does not at all aid in recovery, and does not put Jigglypuff into a state of helplessness.  Interestingly, in Melee though this move deals no damage, it can still break targets in Target Test mode (If used before one does anything else, it will hit the two targets next to Jigglypuff (''Melee'' target test)
| [[Jigglypuff]] || [[Sing]] || Pink waves and musical notes radiate out from Jigglypuff. Any non-airborne enemy caught within these waves will be put to sleep for a short period of time. Like a grab, wiggling the joystick can cause the character to escape the sleep more quickly, but higher damage forces the opponent into sleep for longer. Most of the time, if the character is hit by the start of the attack and the player wiggles their joystick rapidly, the sleep will wear off before Jigglypuff has even finished its Sing attack. Hitting the character or nudging them off the edge will cause them to wake up. This is not a [[triple jump]], does not at all aid in recovery, and does not put Jigglypuff into a state of helplessness.  Interestingly, in Melee though this move deals no damage, it can still break targets in Target Test mode (If used before one does anything else, it will hit the two targets next to Jigglypuff (''Melee'' target test)
|-
|-
| [[King Dedede]] || [[Super Dedede Jump]] || One of his major attacks from the series, King Dedede takes a great leap into the air and lands with tremendous force.  however, when he lands, he is left vulnerable to attack.  In addition, one can cancel the jump by tapping down on the controller.  However, if one does this right when he's about to land or hits a ceiling in the middle of the jump, it will leave King Dedede vulnerable for even longer.  Direction can be changed by holding the control stick before Dedede jumps.  If the Control stick is not touched before the move, Dedede will shoot straight up and plummet down.  Cannot grab ledges during the jump unless it's canceled and he can't grab it immmediately after cancel it.
| [[King Dedede]] || [[Super Dedede Jump]] || One of his major attacks from the series, King Dedede takes a great leap into the air and lands with tremendous force.  however, when he lands, he is left vulnerable to attack.  In addition, one can cancel the jump by tapping down on the controller.  However, if one does this right when he's about to land or hits a ceiling in the middle of the jump, it will leave King Dedede vulnerable for even longer.  Direction can be changed by holding the control stick before Dedede jumps.  If the Control stick is not touched before the move, Dedede will shoot straight up and plummet down.  Cannot grab ledges during the jump unless it's canceled and he can't grab it immmediately after cancel it.
Line 35: Line 35:
| [[Lucas]] || [[PK Thunder]] || Shoots a bolt out of Lucas's head. This bolt has a round head and a long, wispy tail, and is composed of electricity. While it is in the air, the bolt can be controlled by moving the control stick (Lucas will remain stationary, or fall if he is in midair). Running the head into an opponent will cause damage. Slight damage can also be caused by hitting an opponent with the tail of the attack. The bolt will not disappear after hitting an opponent, regardless of which portion of it makes contact. If the PK Thunder is steered into Lucas himself, it launches him in the opposite direction from the one he was hit at. While being launched, Lucas is invulnerable for a large period of time and can cause significant damage and knockback to anyone hit by his body. Even if this attack is not used to launch Lucas, it will cause helplessness when used in midair.
| [[Lucas]] || [[PK Thunder]] || Shoots a bolt out of Lucas's head. This bolt has a round head and a long, wispy tail, and is composed of electricity. While it is in the air, the bolt can be controlled by moving the control stick (Lucas will remain stationary, or fall if he is in midair). Running the head into an opponent will cause damage. Slight damage can also be caused by hitting an opponent with the tail of the attack. The bolt will not disappear after hitting an opponent, regardless of which portion of it makes contact. If the PK Thunder is steered into Lucas himself, it launches him in the opposite direction from the one he was hit at. While being launched, Lucas is invulnerable for a large period of time and can cause significant damage and knockback to anyone hit by his body. Even if this attack is not used to launch Lucas, it will cause helplessness when used in midair.
|-
|-
| [[Lucario]] || [[ExtremeSpeed]] || Pauses very briefly then moves very quickly. While moving, Lucario can change his angle up to 90 degrees. Afterwards, if he touches a wall, he can wall cling.  Deals no damage.
| [[Lucario]] || [[ExtremeSpeed]] || Pauses very briefly then moves very quickly. While moving, Lucario can change its angle up to 90 degrees. Afterwards, if it touches a wall, it can wall cling.  Deals no damage.
|-
|-
| [[Luigi]] || [[Super Jump Punch]] || Luigi's Super Jump Punch differs from Mario's and Dr. Mario's in that it does not send Luigi forward at all except in SSB (making it much worse for horizontal recovery). Additionally, if the enemy is far inside the hitbox, rather than racking up multiple coins, it performs a "Fire Punch", with a heavy damage sound (like a fully charged Home Run Bat or Jigglypuff's Rest attack), dealing a much higher percent and knockback. The hit at the outside of the hitbox only deals 1% and makes one coin, and has no knockback at all.
| [[Luigi]] || [[Super Jump Punch]] || Luigi's Super Jump Punch differs from Mario's and Dr. Mario's in that it does not send Luigi forward at all except in SSB (making it much worse for horizontal recovery). Additionally, if the enemy is far inside the hitbox, rather than racking up multiple coins, it performs a "Fire Punch", with a heavy damage sound (like a fully charged Home Run Bat or Jigglypuff's Rest attack), dealing a much higher percent and knockback. The hit at the outside of the hitbox only deals 1% and makes one coin, and has no knockback at all.