Up special move: Difference between revisions

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| [[Diddy Kong]] || [[Rocketbarrel Boost]] || This move can be charged, but holding it too long will cause it to come off and land on the stage. If Diddy gets hit while using this move, the barrel can possibly fly off and hit any enemies in the way. He takes 5% damage when using this move under a floor. The move can also meteor smash opponents.  
| [[Diddy Kong]] || [[Rocketbarrel Boost]] || This move can be charged, but holding it too long will cause it to come off and land on the stage. If Diddy gets hit while using this move, the barrel can possibly fly off and hit any enemies in the way. He takes 5% damage when using this move under a floor. The move can also meteor smash opponents.  
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| [[Donkey Kong]] || [[Spinning Kong]] || Donkey Kong extends both of his arms out, hands balled into fists, and spins quickly horizontally. Like Bowser's Whirling Fortress, this attack has very good horizontal recovery, decent damage and knockback, and some poor vertical recovery distance. It is worth noting that the most damaging and highest priority [[hitbox]]es are in D.K.'s fists, making his legs vulnerable to projectiles while he is recovering. Has [[Invincibility frame]]s at the beginning in ''SSB'', useful gimp move in ''SSB'', high power KO move in Melee, approach move in ''Brawl''.
| [[Donkey Kong]] || [[Spinning Kong]] || Donkey Kong extends both of his arms out, hands balled into fists, and spins quickly horizontally. Like Bowser's Whirling Fortress, this attack has very good horizontal recovery, decent damage and knockback, and some poor vertical recovery distance. It is worth noting that the most damaging [[hitbox]]es are in Donkey Kong's fists, making his legs vulnerable to projectiles while he is recovering. Has [[Invincibility frame]]s at the beginning in ''SSB'', useful gimp move in ''SSB'', high power KO move in Melee, approach move in ''Brawl''.
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| [[Dr. Mario]] || [[Super Jump Punch]] || Functionally identical to Mario's. The only difference is that Dr. Mario's punch hits hard, whereas Mario's variation is more of a spring punch. It can be canceled (extremely difficult, known as Coin Canceling or up special canceling).
| [[Dr. Mario]] || [[Super Jump Punch]] || Functionally identical to Mario's. The only difference is that Dr. Mario's punch hits hard, whereas Mario's variation is more of a spring punch. It can be canceled (extremely difficult, known as Coin Canceling or up special canceling).
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| [[R.O.B.]] || [[Robo Burner]] || R.O.B. uses a rocket thruster to boost himself into the air. Offers both vertical and horizontal recovery. It is possible to stop the move, use an attack or other move, and then resume hovering. After landing, R.O.B. must remain on the ground for 1.5 seconds before the move will be fully recharged.
| [[R.O.B.]] || [[Robo Burner]] || R.O.B. uses a rocket thruster to boost himself into the air. Offers both vertical and horizontal recovery. It is possible to stop the move, use an attack or other move, and then resume hovering. After landing, R.O.B. must remain on the ground for 1.5 seconds before the move will be fully recharged.
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| [[Samus]] || [[Screw Attack (move)|Screw Attack]] || Samus quickly rolls up into a ball and launches upwards, spinning. Any enemy caught at any point within the attack will be pulled up to the top and hit multiple times for a low percent. This move is notable only in that it has a fairly high priority and low start-up time. Samus's air dodge actually can achieve more distance, especially since her midair grapple can be used immediately after air dodging. In all three games, it has a high priority and can be used as an out-of-shield move. It can be DI'd out of in ''64'' and ''Melee''. Is a stand alone [[Shield break combo]] in ''Super Smash Bros.''.
| [[Samus]] || [[Screw Attack (move)|Screw Attack]] || Samus quickly rolls up into a ball and launches upwards, spinning. Any enemy caught at any point within the attack will be pulled up to the top and hit multiple times for some damage. Samus's air dodge actually can achieve more distance, especially since her midair grapple can be used immediately after air dodging. In all three games, it can be used as an out-of-shield move. It can be DI'd out of in ''64'' and ''Melee''. Is a stand alone [[Shield break combo]] in ''Super Smash Bros.''.
:* [[Zero Suit Samus]] – [[Plasma Wire]]: Zero Suit Samus flicks her whip upwards, catching enemies midair. If it connects with a ledge, it results in a Tether Recovery. Can technically combo grounded into down smash.
:* [[Zero Suit Samus]] – [[Plasma Wire]]: Zero Suit Samus flicks her whip upwards, catching enemies midair. If it connects with a ledge, it results in a Tether Recovery. Can technically combo grounded into down smash.
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