Up tilt: Difference between revisions

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|{{SSBU|Donkey Kong}}||Swipes with his arm in an overhead arc. Slow but has decent knockback and range.||10% (arm), 9% (elbow), 8% (hand)
|{{SSBU|Donkey Kong}}||Swipes with his arm in an overhead arc. Slow but has decent knockback and range.||10% (arm), 9% (elbow), 8% (hand)
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|{{SSBU|Dr. Mario}}||Similar to Mario's, but noticably deals more damage.||7.4%
|{{SSBU|Dr. Mario}}||Similar to Mario's, but noticably deals more damage. Like with Mario, Dr. Mario's up tilt has poor range unlike in ''SSB4''.||7.4%
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|{{SSBU|Duck Hunt}}||The duck thrusts upward, attacking with its wings.||7%
|{{SSBU|Duck Hunt}}||The duck thrusts upward, attacking with its wings.||7%
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|{{SSBU|Kirby}}||Quickly kicks behind himself. Although its damage output is low, it is a very useful juggling tool. Kirby's foot is intangible during its duration.||5% (clean), 4% (late)
|{{SSBU|Kirby}}||Quickly kicks behind himself. Although its damage output is low, it is a very useful juggling tool. Kirby's foot is intangible during its duration.||5% (clean), 4% (late)
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|{{SSBU|Link}}||Slashes with his sword in an arc over his head. Good juggling potential and decent KO potential.||11%
|{{SSBU|Link}}||Slashes with his sword in an arc over his head. Good juggling potential and decent KO potential. Unlike Young Link and Toon Link's up tilts, it begins from behind Link himself.||11%
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|{{SSBU|Little Mac}}||Swings his fist over his head. Can combo into itself at low percents.||6.5%
|{{SSBU|Little Mac}}||Swings his fist over his head. Can combo into itself at low percents.||6.5%
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|{{SSBU|Lucina}}||Similar to Marth's, but instead of having a tipper sweetspot, it consists of a clean hit that deals more knockback and a late hit that deals more damage.||7.6% (early), 8.075% (late)
|{{SSBU|Lucina}}||Similar to Marth's, but instead of having a tipper sweetspot, it consists of a clean hit that deals more knockback and a late hit that deals more damage.||7.6% (early), 8.075% (late)
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|{{SSBU|Luigi}}||A short uppercut, similar to Mario's, but with more frontal range. Has effective vertical and horizontal range. A very useful combo starter, leading into itself or aerials at low percentages.||6%
|{{SSBU|Luigi}}||A short uppercut, similar to Mario's, but with better range in front of and underneath Luigi himself. Has effective vertical and horizontal range. A very useful combo starter, leading into itself or aerials at low percentages.||6%
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|{{SSBU|Mario}}||Does an spinning uppercut. Though its range has been noticably reduced, and its hitbox starts from a higher position, it is still useful for starting combos at both low and high percentages.||5.5%
|{{SSBU|Mario}}||Does a spinning uppercut. Although its range has been notoriously nerfed from ''SSB4'', with reduced range in front of and underneath Mario, it is still useful for starting combos at both low and high percentages.||5.5%
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|{{SSBU|Marth}}||Swings the Falchion in a arc over his head. Has a very large hitbox that can hit opponents behind him. Can KO at high percentages when tippered.||6% (blade), 5% (body), 9% (tip)
|{{SSBU|Marth}}||Swings the Falchion in an arc over his head. Has a very large hitbox that can hit opponents behind him. Can KO at high percentages when tippered.||6% (blade), 5% (body), 9% (tip)
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|{{SSBU|Mega Man}}||Does a jumping uppercut called the Mega Upper. Has powerful knockback and can reliably KO medium-light characters under 80%.||17% (clean), 12% (mid), 8% (late)
|{{SSBU|Mega Man}}||Does a jumping uppercut called the Mega Upper. Has powerful knockback and can reliably KO medium-light characters under 80%.||17% (clean), 12% (mid), 8% (late)
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|{{SSBU|Mewtwo}}||Performs a backflip while swinging its tail in an overhead arc. Has a large, far-reaching hitbox that is effective for juggling.||6% (nearest), 5% (near), 4% (far), 3% (farthest), 4.5% (farthest hitbox to opponents in front of Mewtwo)
|{{SSBU|Mewtwo}}||Performs a backflip while swinging its tail in an overhead arc. Has a large, far-reaching hitbox that is effective for juggling.||6% (nearest), 5% (near), 4% (far), 3% (farthest), 4.5% (farthest hitbox to opponents in front of Mewtwo)
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|{{SSBU|Mii Brawler}}||Performs an uppercut that has low horizontal range, but still higher than that of Mario's. It can juggle into itself at low percentage, but becomes an unreliable combo tool after 120%.||6%
|{{SSBU|Mii Brawler}}||Performs an uppercut that has low horizontal range, but still higher than that of Mario's. It can juggle into itself at low percentages, but becomes an unreliable combo tool after 120%.||6%
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|{{SSBU|Mii Gunner}}||A uppercut with their arm cannon, releasing a discharge of flames. A very damaging move with good vertical range, making it an effective anti-air attack.||10% (clean), 8% (late)
|{{SSBU|Mii Gunner}}||A uppercut with their arm cannon, releasing a discharge of flames. A very damaging move with good vertical range, making it an effective anti-air attack.||10% (clean), 8% (late)
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|{{SSBU|Mii Swordfighter}}||A single sword slash that moves in an arc. Decent KO potential.||7%
|{{SSBU|Mii Swordfighter}}||A single sword slash that moves in an arc. Decent KO potential.||7%
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|{{SSBU|Mr. Game & Watch}}||Swings two flags above him. His model changes to his appearance in ''Flagman''.||7% (hits 1 and 2)
|{{SSBU|Mr. Game & Watch}}||Swings two flags above himself. His model changes to his appearance in ''Flagman''. The first hit (which is done in front of him) has low knockback scaling, allowing it to combo into the second hit, which launches opponents up and behind Mr. Game & Watch.||7% (hits 1 and 2)
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|{{SSBU|Ness}}||Reaches up while thrusting his hands out, releasing PSI energy. Has good vertical range but poor horizontal range.||7% (spark), 5% (body)
|{{SSBU|Ness}}||Reaches up while thrusting his hands out, releasing PSI energy. Has good vertical range but poor horizontal range.||7% (spark), 5% (body)
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|{{SSBU|Piranha Plant}}||Flails its head upward. Its head is intangible for as long as the hitboxes are out.||9% (head), 7% (body)
|{{SSBU|Piranha Plant}}||Flails its head upward. Its head is intangible for as long as the hitboxes are out.||9% (head), 7% (body)
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|{{SSBU|Pit}}||Does two flip kicks upwards. Has less ending lag compared to ''Smash 4''.||4% (hit 1), 5% (hit 2).
|{{SSBU|Pit}}||Does two upward kicks in a manner resembling Captain Falcon's up smash. Has less ending lag compared to ''Smash 4''.||4% (hit 1), 5% (hit 2).
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|{{SSBU|Richter}}||Identical to Simon's.||10% (whip), 2% (close)
|{{SSBU|Richter}}||Identical to Simon's.||10% (whip), 2% (close)
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||2% (tapped), 12% (held)
||2% (tapped), 12% (held)
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|{{SSBU|Samus}}||Performs a axe kick. It will [[meteor smash]] grounded opponents, but launches aerial opponents at a horizontal angle.||13% (grounded), 12% (aerial)
|{{SSBU|Samus}}||Performs an axe kick. It will [[meteor smash]] grounded opponents, but launches aerial opponents at a horizontal angle.||13% (grounded), 12% (aerial)
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|{{SSBU|Sheik}}||Lifts her leg into the air, and then performs a axe kick.||3% (hit 1), 4% (hit 2)
|{{SSBU|Sheik}}||Lifts her leg into the air, and then performs a axe kick.||3% (hit 1), 4% (hit 2)