Hitbox visualization showing Charizard's up smash.
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OverviewEdit

Update HistoryEdit

  4.0.0

  •   The outermost hitbox of up smash's first hit uses set angles instead of the 368° autolink angle.
    •   The first hit has a different hitbox during its last active frame that uses the 368° angle, but deals no damage (5% → 0%), effectively providing no benefit over landing only the second hit.

  6.0.0

  •   Up smash's 0% hitbox introduced in update 4.0.0 has been properly given damage like the rest of the hitboxes (0% → 5%).

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Early hit 1
0 0 0 5.0% 0   Standard 0 100 100   6.0 top 0.0 9.0 11.0 1.0× 1.0× 0%               Slash   All All            
Mid hit 1
1 0 0 5.0% 0   Standard 0 100 0   4.2 wingl4 1.5 0.0 2.5 1.0× 1.0× 0%               Slash   All All            
2 0 0 5.0% 0   Standard 0 100 0   5.0 wingl2 3.5 -1.5 4.0 1.0× 1.0× 0%               Slash   All All            
3 0 0 5.0% 0   Forward 0 100 32   4.2 wingl4 7.0 0.0 2.5 1.0× 1.0× 0%               Slash   All All            
The ID 1 and 2 hitboxes use a position vector with offsets [0, 18] for 8 frames.
Late hit 1
1 0 0 5.0% 0   Standard 0 100 0   4.2 wingl4 1.5 0.0 2.5 1.0× 1.0× 0%               Slash   All All            
2 0 0 5.0% 0   Standard 0 100 0   5.0 wingl2 3.5 -1.5 4.0 1.0× 1.0× 0%               Slash   All All            
3 0 0 5.0% 0   Forward 0 100 42   4.2 wingl4 7.0 0.0 2.5 1.0× 1.0× 0%               Slash   All All            
Latest hit 1
0 0 0 5.0% 0   Forward 0 100 0   4.2 wingl4 7.0 0.0 2.5 1.0× 1.0× 0%               Slash   All All            
1 0 0 5.0% 0   Standard 0 100 0   4.2 wingl4 1.5 0.0 2.5 1.0× 1.0× 0%               Slash   All All            
2 0 0 5.0% 0   Standard 0 100 0   5.0 wingl2 3.5 -1.5 4.0 1.0× 1.0× 0%               Slash   All All            
3 0 0 5.0% 0   Forward 0 100 60   4.2 wingl4 7.0 0.0 2.5 1.0× 1.0× 0%               Slash   All All            
The ID 0 hitbox uses a position vector with offsets [0, 18] for 8 frames.
Hit 2
0 0 0 11.0% 0   Forward 40 107 0   5.5 wingr2 3.6 0.0 0.0 1.0× 1.0× 0%               Slash   All All            
1 0 0 11.0% 0   Forward 40 107 0   5.0 wingr4 2.7 -2.0 -2.5 1.0× 1.0× 0%               Slash   All All            
2 0 0 11.0% 0   Forward 40 107 0   4.5 wingr7 6.5 0.0 6.2 1.0× 1.0× 0%               Slash   All All            

TimingEdit

Charges between 2-3
Hit 1 6, 7, 8, 9
Hit 2 14-19
Interruptible 47
Animation length 46
                                                                                           
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change

TriviaEdit

  • The latest first hit's ID 0 and 3 hitboxes have the exact same size and position; while the ID 3 hitbox is set to only hit aerial targets, the ID 0 one hits both grounded and aerial ones, effectively causing it to override the ID 3 hitbox entirely and rendering it pointless.
    • This was not the case prior to version 4.0.0, where the ID 0 hitbox did not exist for the latest hit.