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Up tilt: Difference between revisions

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A '''strong up''', also known as an '''up tilt''' (abbreviated "u-tilt") is a [[tilt attack]] performed by any [[character]] by holding the [[control stick]] lightly upward and pressing the [[attack]] button while on the ground. It can be difficult to pull off an up tilt quickly, as if the player tilts too fast, they'll either [[jump]] or do an [[up smash]] instead. Turning off [[tap]] jump can help avoid the former problem, or the player can do some other action and hold up on the control stick before it ends.
A '''strong up''', also known as an '''up tilt''' (abbreviated "u-tilt") is a [[tilt attack]] performed by any [[character]] by holding the [[control stick]] lightly upward and pressing the [[attack]] button while on the ground. It can be difficult to pull off an up tilt quickly, as if the player tilts too fast, they'll either [[jump]] or do an [[up smash]] instead. Turning off [[tap]] jump can help avoid the former problem, or the player can do some other action and hold up on the control stick before it ends.


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*[[Kirby (SSB)|Kirby]]: One of the overall best tilts in all ''Super Smash Bros.'' games. Guarantees low percentage combos against everyone. Incredibly high [[priority]] and a [[disjointed hitbox]] around twice the size of the original move. Extremely low starting and ending lag. Usually used into a short hop [[forward aerial]] attack, [[back aerial]], or [[down aerial]] to [[tech]] chase. Back aerials lead into them as well as down aerials.
*[[Kirby (SSB)|Kirby]]: One of the overall best tilts in all ''Super Smash Bros.'' games. Guarantees low percentage combos against everyone. Incredibly high [[priority]] and a [[disjointed hitbox]] around twice the size of the original move. Extremely low starting and ending lag. Usually used into a short hop [[forward aerial]] attack, [[back aerial]], or [[down aerial]] to [[tech]] chase. Back aerials lead into them as well as down aerials.
*[[Pikachu (SSB)|Pikachu]]: Good up tilt with good combo ability, some [[range]], and high priority, used to combo into grabs and up smash usually. Too big an ending lag to rival Kirby's. Can be used after back aerials and other aerials as well.
*[[Pikachu (SSB)|Pikachu]]: Good up tilt with good combo ability, some [[range]], and high priority, used to combo into grabs and up smash usually. Too big an ending lag to rival Kirby's. Can be used after back aerials and other aerials as well.
*[[Ness (SSB)|Ness]]: Good combo ability, low start up lag, but a very small range. Ness' staple combo move, usually used after a [[double jump cancel]] to combo into another DJC.
*[[Ness (SSB)|Ness]]: Good combo ability, low start up lag, but very small range. Ness' staple combo move, usually used after a [[double jump cancel]] to combo into another DJC.
*[[Yoshi (SSB)|Yoshi]]: Set knockback move, Yoshi's main combo starter vs fast fallers and medium weights. Sends Jigglypuff and Kirby too high to combo. Similar to Ness how it is usually used after a double jump cancel to combo into further DJCs. Also leads into up tilt to up smash kills. Too much ending lag but surprising range.
*[[Yoshi (SSB)|Yoshi]]: Yoshi's main combo starter vs fast fallers and medium weights. Sends Jigglypuff and Kirby too high to combo. Similar to Ness how it is usually used after a double jump cancel to combo into further DJCs. Also leads into up tilt to up smash kills. Has large ending lag but surprising range. Has [[set knockback]].
*[[Captain Falcon (SSB)|Captain Falcon]]: 2 hits, one while rising the knee, one by slamming it down, good knockback but low range and almost no combo ability outside of next to a wall.
*[[Captain Falcon (SSB)|Captain Falcon]]: Has two hits, one while rising the knee, and one by slamming it down. Good knockback but low range and almost no combo ability outside of being next to a wall.
*[[Donkey Kong (SSB)|Donkey Kong]]: Too much starting and ending lag but good knockback and good range, best used as a surprise kill usually for lighter characters .
*[[Donkey Kong (SSB)|Donkey Kong]]: High starting and ending lag but good knockback and range, best used as a surprise kill usually for lighter characters .
*[[Mario (SSB)|Mario]]: Good for combos, just has too much ending lag and moderately low priority.
*[[Mario (SSB)|Mario]]: Good for combos, but has too much ending lag and moderately low priority to be very reliable.
*[[Luigi (SSB)|Luigi]]: Similar to Mario but with slightly more range, slightly more lag, and slightly more knockback. Combos into an up special or a up aerial usually.
*[[Luigi (SSB)|Luigi]]: Similar to Mario's but with slightly more range, lag, and knockback. Can combo into an up special or a up aerial.
*[[Jigglypuff (SSB)|Jigglypuff]]: Similar to Pikachu but slightly less versatile, quicker, and has less range. Good combo ability and works great into rest. A Staple Jigglypuff combo is down aerial, up tilt x 3 (or more varying on character) and then a rest.
*[[Jigglypuff (SSB)|Jigglypuff]]: Similar to Pikachu's but slightly less versatile, quicker, and has less range. Good combo ability and works great into [[Rest]]. A staple Jigglypuff combo is down aerial, up tilt x 3 (or more depending on character) and into a rest.
*[[Samus (SSB)|Samus]]: Considered one of the worst moves in the entire game. High lag both starting up and ending. Essentially Falcon's up tilt but with much less priority and much less knockback
*[[Samus (SSB)|Samus]]: Considered one of the worst moves in the entire game. High lag both starting up and ending. Essentially Falcon's up tilt but with much less priority and knockback
*[[Link (SSB)|Link]]: A very good combo starter. Usually used to combo into other up tilts or aerials, high priority but moderate ending lag. Good range. This move is further enhanced in the Japanese ''SSB'' due to its increased combo ability and increased range.
*[[Link (SSB)|Link]]: A very good combo starter. Usually used to combo into other up tilts or aerials, high priority but moderate ending lag. Good range. This move is further enhanced in the Japanese ''SSB'' due to its increased combo ability and increased range.
*[[Fox (SSB)|Fox]]: A good combo starter as well. Used into short hop down aerials or into up aerials. Too little range compared to the other "good" up tilts.
*[[Fox (SSB)|Fox]]: A good combo starter as well. Used into short hop down aerials or into up aerials. Little range compared to the other "good" up tilts.


==List of up tilts in ''[[Super Smash Bros. Melee]]''==
==List of up tilts in ''[[Super Smash Bros. Melee]]''==
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*[[Donkey Kong (SSBM)|Donkey Kong]]: Sweeps upwards. Good for juggling.
*[[Donkey Kong (SSBM)|Donkey Kong]]: Sweeps upwards. Good for juggling.
*[[Yoshi (SSBM)|Yoshi]]: Swipes his tail upwards. Fast but short-ranged.
*[[Yoshi (SSBM)|Yoshi]]: Swipes his tail upwards. Fast but short-ranged.
*[[Link (SSBM)|Link]]: Slashes upwards, fast.
*[[Link (SSBM)|Link]]: Quickly slashes upwards.
*[[Young Link (SSBM)|Young Link]]: Similar to Link's.
*[[Young Link (SSBM)|Young Link]]: Similar to Link's but slightly faster.
*[[Zelda (SSBM)|Zelda]]: Waves her hand above herself infused with magic.
*[[Zelda (SSBM)|Zelda]]: Waves her hand above herself infused with magic.
*[[Sheik (SSBM)|Sheik]]: Kicks up, then kicks down. Can be chained on heavies.
*[[Sheik (SSBM)|Sheik]]: Kicks up, then kicks down. Can be chained on heavies.
*[[Ganondorf (SSBM)|Ganondorf]]: Lifts his leg up, then smashes it into the ground. Very high knockback.
*[[Ganondorf (SSBM)|Ganondorf]]: Lifts his leg up, then smashes it into the ground. Very high knockback.
*[[Samus (SSBM)|Samus]]: Lifts her leg up and brings it down. Similar to Captain Falcon's.
*[[Samus (SSBM)|Samus]]: Lifts her leg up then brings it down. Similar to Captain Falcon's.
*[[Ice Climbers (SSBM)|Ice Climbers]]: Twirls their hammers above them. Multi-hit move.
*[[Ice Climbers (SSBM)|Ice Climbers]]: The Ice Climbers twirl their hammers above themselves. Hits multiple times.
*[[Kirby (SSBM)|Kirby]]: Thrusts his leg behind and upwards.
*[[Kirby (SSBM)|Kirby]]: Thrusts his leg behind and upwards.
*[[Fox (SSBM)|Fox]]: Fast and strong back kick. Great combo starter.
*[[Fox (SSBM)|Fox]]: Kicks behind and above himself. Starts quickly and is relatively powerful for an up tilt. Great combo starter.
*[[Falco (SSBM)|Falco]]: Similar to Fox.
*[[Falco (SSBM)|Falco]]: Similar to Fox but with less range.
*[[Captain Falcon (SSBM)|Captain Falcon]]: Lifts leg up, then kicks downwards. Similar to Samus.
*[[Captain Falcon (SSBM)|Captain Falcon]]: Lifts his leg up, then slams it downwards.
*[[Pikachu (SSBM)|Pikachu]]: Swings tail upwards. Poor range and poor priority, but good for juggling.
*[[Pikachu (SSBM)|Pikachu]]: Swings tail upwards. Poor range and priority, but good for juggling.
*[[Pichu (SSBM)|Pichu]]: Identical to Pikachu.
*[[Pichu (SSBM)|Pichu]]: Identical to Pikachu.
*[[Mewtwo (SSBM)|Mewtwo]]: Flips upwards.
*[[Mewtwo (SSBM)|Mewtwo]]: Flips upwards, hitting with it's tail.
*[[Jigglypuff (SSBM)|Jigglypuff]]: Kicks upwards behind it. Good for comboing.
*[[Jigglypuff (SSBM)|Jigglypuff]]: Kicks upwards behind it. Good for comboing.
*[[Marth (SSBM)|Marth]]: Swings his sword in a large arc above his head.
*[[Marth (SSBM)|Marth]]: Swings his sword in a large arc above his head.
*[[Roy (SSBM)|Roy]]: Similar to Marth.
*[[Roy (SSBM)|Roy]]: Similar to Marth but slightly slower.
*[[Ness (SSBM)|Ness]]: Thrusts his hands upwards.
*[[Ness (SSBM)|Ness]]: Thrusts his hands upwards.
*[[Mr. Game & Watch (SSBM)|Mr. Game & Watch]]: Pulls out a flag and waves it. Good for comboing.
*[[Mr. Game & Watch (SSBM)|Mr. Game & Watch]]: Pulls out a flag and waves it above his head. Good for comboing.


==List of up tilts in ''[[Super Smash Bros. Brawl]]''==
==List of up tilts in ''[[Super Smash Bros. Brawl]]''==
*[[Mario (SSBB)|Mario]]: Spins around with his fist slightly above his head level can combo somewhat.
*[[Mario (SSBB)|Mario]]: Uppercuts with his fist while spinning. slightly above his head level can combo somewhat.
*[[Luigi (SSBB)|Luigi]]: Hooks forward with his fist, has surprisingly high range.
*[[Luigi (SSBB)|Luigi]]: Hooks upward with his fist, has surprisingly high range.
*[[Peach (SSBB)|Peach]]: Sticks her outstretched arm upwards, forming small heart-shaped explosion. Has a [[disjointed hitbox]]. Causes 13% always.
*[[Peach (SSBB)|Peach]]: Sticks her arm upwards, releasing a small heart-shaped explosion. Has a [[disjointed hitbox]]. Causes 13% always.
*[[Bowser (SSBB)|Bowser]]: Slashes above himself in an arc with high range. Is a quick move, and has more knockback than his uncharged up smash.
*[[Bowser (SSBB)|Bowser]]: Slashes above himself in an arc with high range. Is a quick move, and has more knockback than his uncharged up smash.
*[[Donkey Kong (SSBB)|Donkey Kong]]: Swings his arm above himself in an arc. Extremely good range.
*[[Donkey Kong (SSBB)|Donkey Kong]]: Swings his arm above himself in an arc. Extremely good range.
*[[Diddy Kong (SSBB)|Diddy Kong]]: A lot like Donkey Kong's up tilt, but with less range. It is also a lot faster. Surprising knockback, can be used as a kill move at high percentages.
*[[Diddy Kong (SSBB)|Diddy Kong]]: A lot like Donkey Kong's up tilt, but with less range and is faster. Surprising knockback, and can be used as a kill move at high percentages.
*[[Yoshi (SSBB)|Yoshi]]: Swipes his tail above himself. Usually only hits opponents behind Yoshi.
*[[Yoshi (SSBB)|Yoshi]]: Swipes his tail above himself. Usually only hits opponents behind Yoshi.
*[[Wario (SSBB)|Wario]]: Lifts both hand above his head.
*[[Wario (SSBB)|Wario]]: Lifts both hands above his head. Has decent vertical knockback.
*[[Link (SSBB)|Link]]: Slashes above himself in a wide arc. Has exactly the same range as his up smash. Decent speed.
*[[Link (SSBB)|Link]]: Slashes above himself in a wide arc. Decent speed and surprising range.
*[[Zelda (SSBB)|Zelda]]: Swipes her hand in a slow wide arc, with [[magic]] trailing it. Very high knockback.
*[[Zelda (SSBB)|Zelda]]: Swipes her hand in a wide arc, with magic trailing it. Very high knockback for an up tilt.
*[[Sheik (SSBB)|Sheik]]: Kicks upwards, then brings her [[leg]] down for a second kick. The second kick has decent knockback, anyone hit with the first kick will usually be hit with the second kick.
*[[Sheik (SSBB)|Sheik]]: Kicks upwards, then brings her leg down for a second kick. The second kick has decent knockback, anyone hit with the first kick will usually be hit with the second kick.
*[[Ganondorf (SSBB)|Ganondorf]]: He brings his leg upwards in a splits-like position, charges for a few seconds, then brings it down with a huge, powerful explosion. In ''Brawl'', a [[vacuum]] effect occurs while he is charging it. Rare in that it's stronger than his up smash.
*[[Ganondorf (SSBB)|Ganondorf]]: He brings his leg upwards and charges for a few seconds, then brings it down with a huge explosion. Has a vaccum effect while charging. Rare in that it's stronger than his up smash.
*[[Toon Link (SSBB)|Toon Link]]: Identical to Link's, but with a little less range, though it has more range than his up smash and it can be used as a comboer at low percentages and a finisher at high percentages.
*[[Toon Link (SSBB)|Toon Link]]: Similar to Link's, but with less range, and is slightly faster.
*[[Samus (SSBB)|Samus]]: Swings her leg downwards. Like Ganondorf's, but with much less start-up lag, obviously, and less power/knockback.
*[[Samus (SSBB)|Samus]]: Swings her leg downwards. Similar to Ganondorf's, but with much less start-up lag and knockback.
*[[Zero Suit Samus (SSBB)|Zero Suit Samus]]: Kicks her legs upwards in a scissor-kick motion.
*[[Zero Suit Samus (SSBB)|Zero Suit Samus]]: Kicks her legs upwards in a scissor-kick motion.
*[[Pit (SSBB)|Pit]]: An odd, double (can do triple if very close, hitting with his blades) hitting handstand-kick.
*[[Pit (SSBB)|Pit]]: An odd, double (can do triple if very close, hitting with his blades) hitting handstand-kick.
*[[Ice Climbers (SSBB)|Ice Climbers]]: They point their hammers upwards, spinning them.
*[[Ice Climbers (SSBB)|Ice Climbers]]: They point their hammers upwards, spinning them.
*[[R.O.B. (SSBB)|R.O.B.]]: Pushes upwards with his arms.
*[[R.O.B. (SSBB)|R.O.B.]]: Pushes upwards with his arms.
*[[Kirby (SSBB)|Kirby]]: Flicks his foot upwards behind himself, combos into it self.
*[[Kirby (SSBB)|Kirby]]: Flicks his foot upwards behind himself, combos into itself.
*[[Meta Knight (SSBB)|Meta Knight]]: Points his sword upwards and spins. 3 different hitboxes; the one on Meta Knight's sides gives 6% damage, the one on his sword's sides give 7% damage, and the one on his sword's tip gives 8% damage. Decent knockback at the tip.
*[[Meta Knight (SSBB)|Meta Knight]]: Points his sword upwards and spins. 3 different hitboxes; the one on Meta Knight's sides gives 6% damage, the one on his sword's sides give 7% damage, and the one on his sword's tip gives 8% damage. Decent knockback at the tip.
*[[King Dedede (SSBB)|King Dedede]]: Jumps upwards, headbutting. Surprisingly, it has higher knockback than his uncharged up smash. Similar in function of Snake's up tilt, being fast and powerful, only that it has shorter range. Hitbox around his entire body.
*[[King Dedede (SSBB)|King Dedede]]: Jumps upwards, headbutting. Surprisingly, it has higher knockback than his uncharged up smash. Similar in function of Snake's up tilt, being fast and powerful, only that it has shorter range. Hitbox around his entire body.
*[[Fox (SSBB)|Fox]]: Flicks his leg upwards. Good juggling move.
*[[Fox (SSBB)|Fox]]: Flicks his leg upwards behind himself. Good juggling move.
*[[Falco (SSBB)|Falco]]: Arcs both arms upwards in a multi-hit attack.
*[[Falco (SSBB)|Falco]]: Arcs both arms upwards in a multi-hit attack.
*[[Wolf (SSBB)|Wolf]]: Hops with his foot above his head. There is a sweetspot on his foot. Other than that, it is similar like Fox's up tilt save for a very different animation.
*[[Wolf (SSBB)|Wolf]]: Hops with his foot above his head. There is a sweetspot on his foot. Other than that, it is similar like Fox's up tilt save for a very different animation.
*[[Captain Olimar (SSBB)|Captain Olimar]]: Spins upwards in place, similar to his neutral aerial. Hits many times. The last time it hits, it does more damage and knockback. Incredibly high priority.
*[[Captain Olimar (SSBB)|Olimar]]: Spins upwards in place, similar to his neutral aerial. Hits many times. The last time it hits, it does more damage and knockback. Incredibly high priority.
*[[Captain Falcon (SSBB)|Captain Falcon]]: Identical to Samus' with higher knockback.
*[[Captain Falcon (SSBB)|Captain Falcon]]: Similar to Samus' but with higher knockback.
*[[Pikachu (SSBB)|Pikachu]]: Swings its tail upwards. Has surprisingly great range.
*[[Pikachu (SSBB)|Pikachu]]: Swings its tail upwards. Has surprisingly good range.
*[[Squirtle (SSBB)|Squirtle]]: Hops upwards, hitting with its head, very quick
*[[Squirtle (SSBB)|Squirtle]]: Hops upwards, hitting with its head, very quick
*[[Ivysaur (SSBB)|Ivysaur]]: Pushes upwards, vines planted on the ground.
*[[Ivysaur (SSBB)|Ivysaur]]: Pushes it's body upwards, vines planted on the ground.
*[[Charizard (SSBB)|Charizard]]: Points wings upwards and jabs the opponent, nice range.
*[[Charizard (SSBB)|Charizard]]: Points wings upwards and jabs the opponent. Good range.
*[[Lucario (SSBB)|Lucario]]: Arcs its foot around himself. [[Aura]] imbued. Very good juggling capacities like Marth's.
*[[Lucario (SSBB)|Lucario]]: Arcs its foot around itself. [[Aura]] imbued. A very good juggling move.
*[[Jigglypuff (SSBB)|Jigglypuff]]: Flicks its foot upwards behind it. Small hitbox in front, large hitbox behind and above.
*[[Jigglypuff (SSBB)|Jigglypuff]]: Flicks its foot upwards behind it. Small hitbox in front, large hitbox behind and above.
*[[Marth (SSBB)|Marth]]: Slashes upwards. Can combo by itself and kill at higher percentages.
*[[Marth (SSBB)|Marth]]: Slashes upwards. Can combo into itself and kill at higher percentages.
*[[Ike (SSBB)|Ike]]: Moves sword upward horizontally above average knockback.
*[[Ike (SSBB)|Ike]]: Hops with his sword held horizontally above him. Above average knockback.
*[[Ness (SSBB)|Ness]]: Pushes hands upwards, hands grow slightly bigger. Good priority.
*[[Ness (SSBB)|Ness]]: Pushes hands upward. Good priority.
*[[Lucas (SSBB)|Lucas]]: A mentally powered flip kick, with PSI energy at the end of his feet. Can combo from his [[down throw]].
*[[Lucas (SSBB)|Lucas]]: A mentally powered flip kick, with PSI energy at the end of his feet. Can combo from his [[down throw]].
*[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]: Waves a flag with the number 1 on it upwards. Good for juggling.
*[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]: Waves a flag above himself. Good for juggling.
*[[Snake (SSBB)|Snake]]: Quickly kick his leg upwards. Deceivingly large range. Has good KO potential at damages over 80%. Considered the best up tilt in the game.
*[[Snake (SSBB)|Snake]]: Quickly kicks his leg upwards. Deceivingly large range. Has good KO potential at damages over 80%. Arguably the best up tilt in the game.
*[[Sonic (SSBB)|Sonic]]: A spinkick upwards, similar to Captain Falcon's up smash. Both kicks do 7%.
*[[Sonic (SSBB)|Sonic]]: Kicks upwards twice while spinning, similar to Captain Falcon's up smash. Both kicks do 7%.


==Notable up tilts==
==Notable up tilts==

Revision as of 22:01, July 14, 2011

A strong up, also known as an up tilt (abbreviated "u-tilt") is a tilt attack performed by any character by holding the control stick lightly upward and pressing the attack button while on the ground. It can be difficult to pull off an up tilt quickly, as if the player tilts too fast, they'll either jump or do an up smash instead. Turning off tap jump can help avoid the former problem, or the player can do some other action and hold up on the control stick before it ends.

More often than not, up tilts are used for juggling, as they usually lack the knockback to disturb low damage combos outside of a few exceptions such as Ganondorf and Captain Falcon.

Since the Wii remote-only control scheme lacks both a control stick and any other way to jump, up tilts become unusable without first holding up during a prior action, making them the only attack which a player may not be able to use for no in-game reason.

Kirby's up tilt

List of up tilts in Super Smash Bros.

  • Kirby: One of the overall best tilts in all Super Smash Bros. games. Guarantees low percentage combos against everyone. Incredibly high priority and a disjointed hitbox around twice the size of the original move. Extremely low starting and ending lag. Usually used into a short hop forward aerial attack, back aerial, or down aerial to tech chase. Back aerials lead into them as well as down aerials.
  • Pikachu: Good up tilt with good combo ability, some range, and high priority, used to combo into grabs and up smash usually. Too big an ending lag to rival Kirby's. Can be used after back aerials and other aerials as well.
  • Ness: Good combo ability, low start up lag, but very small range. Ness' staple combo move, usually used after a double jump cancel to combo into another DJC.
  • Yoshi: Yoshi's main combo starter vs fast fallers and medium weights. Sends Jigglypuff and Kirby too high to combo. Similar to Ness how it is usually used after a double jump cancel to combo into further DJCs. Also leads into up tilt to up smash kills. Has large ending lag but surprising range. Has set knockback.
  • Captain Falcon: Has two hits, one while rising the knee, and one by slamming it down. Good knockback but low range and almost no combo ability outside of being next to a wall.
  • Donkey Kong: High starting and ending lag but good knockback and range, best used as a surprise kill usually for lighter characters .
  • Mario: Good for combos, but has too much ending lag and moderately low priority to be very reliable.
  • Luigi: Similar to Mario's but with slightly more range, lag, and knockback. Can combo into an up special or a up aerial.
  • Jigglypuff: Similar to Pikachu's but slightly less versatile, quicker, and has less range. Good combo ability and works great into Rest. A staple Jigglypuff combo is down aerial, up tilt x 3 (or more depending on character) and into a rest.
  • Samus: Considered one of the worst moves in the entire game. High lag both starting up and ending. Essentially Falcon's up tilt but with much less priority and knockback
  • Link: A very good combo starter. Usually used to combo into other up tilts or aerials, high priority but moderate ending lag. Good range. This move is further enhanced in the Japanese SSB due to its increased combo ability and increased range.
  • Fox: A good combo starter as well. Used into short hop down aerials or into up aerials. Little range compared to the other "good" up tilts.

List of up tilts in Super Smash Bros. Melee

  • Mario: Punches upwards. A good juggling move.
  • Luigi: Swipes over his head. Good for juggling.
  • Dr. Mario: Similar to Mario's with more knockback. Different trajectory depending on where it hits.
  • Peach: Hits her crown upwards.
  • Bowser: Claws upwards. Good knockback.
  • Donkey Kong: Sweeps upwards. Good for juggling.
  • Yoshi: Swipes his tail upwards. Fast but short-ranged.
  • Link: Quickly slashes upwards.
  • Young Link: Similar to Link's but slightly faster.
  • Zelda: Waves her hand above herself infused with magic.
  • Sheik: Kicks up, then kicks down. Can be chained on heavies.
  • Ganondorf: Lifts his leg up, then smashes it into the ground. Very high knockback.
  • Samus: Lifts her leg up then brings it down. Similar to Captain Falcon's.
  • Ice Climbers: The Ice Climbers twirl their hammers above themselves. Hits multiple times.
  • Kirby: Thrusts his leg behind and upwards.
  • Fox: Kicks behind and above himself. Starts quickly and is relatively powerful for an up tilt. Great combo starter.
  • Falco: Similar to Fox but with less range.
  • Captain Falcon: Lifts his leg up, then slams it downwards.
  • Pikachu: Swings tail upwards. Poor range and priority, but good for juggling.
  • Pichu: Identical to Pikachu.
  • Mewtwo: Flips upwards, hitting with it's tail.
  • Jigglypuff: Kicks upwards behind it. Good for comboing.
  • Marth: Swings his sword in a large arc above his head.
  • Roy: Similar to Marth but slightly slower.
  • Ness: Thrusts his hands upwards.
  • Mr. Game & Watch: Pulls out a flag and waves it above his head. Good for comboing.

List of up tilts in Super Smash Bros. Brawl

  • Mario: Uppercuts with his fist while spinning. slightly above his head level can combo somewhat.
  • Luigi: Hooks upward with his fist, has surprisingly high range.
  • Peach: Sticks her arm upwards, releasing a small heart-shaped explosion. Has a disjointed hitbox. Causes 13% always.
  • Bowser: Slashes above himself in an arc with high range. Is a quick move, and has more knockback than his uncharged up smash.
  • Donkey Kong: Swings his arm above himself in an arc. Extremely good range.
  • Diddy Kong: A lot like Donkey Kong's up tilt, but with less range and is faster. Surprising knockback, and can be used as a kill move at high percentages.
  • Yoshi: Swipes his tail above himself. Usually only hits opponents behind Yoshi.
  • Wario: Lifts both hands above his head. Has decent vertical knockback.
  • Link: Slashes above himself in a wide arc. Decent speed and surprising range.
  • Zelda: Swipes her hand in a wide arc, with magic trailing it. Very high knockback for an up tilt.
  • Sheik: Kicks upwards, then brings her leg down for a second kick. The second kick has decent knockback, anyone hit with the first kick will usually be hit with the second kick.
  • Ganondorf: He brings his leg upwards and charges for a few seconds, then brings it down with a huge explosion. Has a vaccum effect while charging. Rare in that it's stronger than his up smash.
  • Toon Link: Similar to Link's, but with less range, and is slightly faster.
  • Samus: Swings her leg downwards. Similar to Ganondorf's, but with much less start-up lag and knockback.
  • Zero Suit Samus: Kicks her legs upwards in a scissor-kick motion.
  • Pit: An odd, double (can do triple if very close, hitting with his blades) hitting handstand-kick.
  • Ice Climbers: They point their hammers upwards, spinning them.
  • R.O.B.: Pushes upwards with his arms.
  • Kirby: Flicks his foot upwards behind himself, combos into itself.
  • Meta Knight: Points his sword upwards and spins. 3 different hitboxes; the one on Meta Knight's sides gives 6% damage, the one on his sword's sides give 7% damage, and the one on his sword's tip gives 8% damage. Decent knockback at the tip.
  • King Dedede: Jumps upwards, headbutting. Surprisingly, it has higher knockback than his uncharged up smash. Similar in function of Snake's up tilt, being fast and powerful, only that it has shorter range. Hitbox around his entire body.
  • Fox: Flicks his leg upwards behind himself. Good juggling move.
  • Falco: Arcs both arms upwards in a multi-hit attack.
  • Wolf: Hops with his foot above his head. There is a sweetspot on his foot. Other than that, it is similar like Fox's up tilt save for a very different animation.
  • Olimar: Spins upwards in place, similar to his neutral aerial. Hits many times. The last time it hits, it does more damage and knockback. Incredibly high priority.
  • Captain Falcon: Similar to Samus' but with higher knockback.
  • Pikachu: Swings its tail upwards. Has surprisingly good range.
  • Squirtle: Hops upwards, hitting with its head, very quick
  • Ivysaur: Pushes it's body upwards, vines planted on the ground.
  • Charizard: Points wings upwards and jabs the opponent. Good range.
  • Lucario: Arcs its foot around itself. Aura imbued. A very good juggling move.
  • Jigglypuff: Flicks its foot upwards behind it. Small hitbox in front, large hitbox behind and above.
  • Marth: Slashes upwards. Can combo into itself and kill at higher percentages.
  • Ike: Hops with his sword held horizontally above him. Above average knockback.
  • Ness: Pushes hands upward. Good priority.
  • Lucas: A mentally powered flip kick, with PSI energy at the end of his feet. Can combo from his down throw.
  • Mr. Game & Watch: Waves a flag above himself. Good for juggling.
  • Snake: Quickly kicks his leg upwards. Deceivingly large range. Has good KO potential at damages over 80%. Arguably the best up tilt in the game.
  • Sonic: Kicks upwards twice while spinning, similar to Captain Falcon's up smash. Both kicks do 7%.

Notable up tilts

  • Marth's up tilt, a high-range, upward swipe with the sword that combos into subsequent up tilts or Up smashes at low damage, and can KO enemies at high damage.
  • Ganondorf's up tilt has the longest set startup of any move in SSBM; in Brawl, it also creates a vacuum that draws other characters towards him.
  • Fox, Lucario, Mario, and Luigi's for their juggling capabilities. Lucario's also attacks both sides of him, making it a useful juggle and damage technique.
  • Zelda's up tilt can KO off the top blast line under 100%.
  • Snake's up tilt is quite possibly the most feared up tilt in the game with its high knockback, fast start up and cooldown time, and huge disjointed hitbox.
  • King Dedede's up tilt has more knockback than his uncharged up smash and has the second highest knockback of any up tilt, after Ganondorf.
  • Samus (in both Melee and Brawl) and Sonic: The only two up tilts in the entire series to meteor smash.
  • Kirby's up tilt is considered overall one of the best moves in any smash game, this move has incredibly good priority, very good combo ability, and has a gigantic disjointed hitbox.
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