Hitbox visualization showing Dark Samus's up smash.
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OverviewEdit

Dark Samus shoots 5 consecutive blasts above herself. The move's high hitboxes give it trouble catching smaller characters on the ground.

Update HistoryEdit

  3.1.0

  •   Up smash's hits connect more reliably.

  4.0.0

  •   Up smash's autolink angle knockback has been reduced, no longer launching opponents at an unusually high speed if the move fails to connect.

  7.0.0

  •   Up smash's last hit has more knockback scaling (150 → 162), noticeably improving its KO potential.

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
Hit 1
0 0 0 3.0% 0   Forward 60 30 0   4.5 armr -3.5 0.0 0.0 0.65× 1.0× 0%               Electric   All All            
1 0 0 3.0% 0   Forward 0 30 0   5.0 armr 6.5 0.0 0.0 0.65× 1.0× 0%               Electric   All All            
2 0 0 3.0% 0   Forward 0 30 0   5.0 armr 6.5 0.0 0.0 0.65× 1.0× 0%               Electric   All All            
The ID 1 and 2 hitboxes use a position vector with offsets [4, 22] for 4 frames.
Hit 2
0 0 0 3.0% 0   Forward 30 30 0   4.5 armr -3.5 0.0 0.0 0.65× 1.0× 0%               Electric   All All            
1 0 0 3.0% 0   Forward 0 30 0   5.0 armr 6.5 0.0 0.0 0.65× 1.0× 0%               Electric   All All            
2 0 0 3.0% 0   Forward 30 30 0   5.0 armr 6.5 0.0 0.0 0.65× 1.0× 0%               Electric   All All            
The ID 1 hitbox uses a position vector with offsets [-1, 23] for 10 frames.
Hit 3
0 0 0 3.0% 0   Forward 40 30 0   4.5 armr -3.5 0.0 0.0 0.65× 1.0× 0%               Electric   All All            
1 0 0 3.0% 0   Forward 0 30 0   5.0 armr 6.5 0.0 0.0 0.65× 1.0× 0%               Electric   All All            
2 0 0 3.0% 0   Forward 30 30 0   5.0 armr 6.5 0.0 0.0 0.65× 1.0× 0%               Electric   All All            
The ID 1 hitbox uses a position vector with offsets [-6, 22] for 10 frames.
Hit 4
0 0 0 3.0% 0   Forward 30 30 0   4.5 armr -3.5 0.0 0.0 0.65× 1.0× 0%               Electric   All All            
1 0 0 3.0% 0   Forward 0 30 0   5.0 armr 6.5 0.0 0.0 0.65× 1.0× 0%               Electric   All All            
2 0 0 3.0% 0   Forward 30 30 0   5.0 armr 6.5 0.0 0.0 0.65× 1.0× 0%               Electric   All All            
The ID 1 hitbox uses a position vector with offsets [-10, 20] for 10 frames.
Hit 5
0 0 0 6.0% 0   Forward 50 162 0   4.5 armr -3.5 0.0 0.0 0.65× 1.0× 0%               Electric   All All            
1 0 0 6.0% 0   Forward 50 162 0   6.5 armr 7.4 0.0 0.0 0.65× 1.0× 0%               Electric   All All            

TimingEdit

Charges between 6-7
Hit 1 11-12
Hit 2 15-16
Hit 3 19-20
Hit 4 23-24
Hit 5 27-28
Interruptible 57
Animation length 66
                                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible