Hitbox visualization showing Lucas's up smash.

OverviewEdit

Update HistoryEdit

  4.0.0

  •   Up smash has more invulnerability during startup (frames 1-4 → 1-7).

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 2.0% 0   Standard 0 90 110   6.0 top 0.0 5.0 -8.0 1.0× 1.0× 0%               Magic   All All            
1 0 0 2.0% 0   Standard 0 90 110   6.0 top 0.0 5.0 8.0 1.0× 1.0× 0%               Magic   All All            
Hit 2, earliest
0 0 0 21.0% 0   Standard 48 77 0   11.0 throw 0.0 0.0 1.0 1.0× 1.0× 0%               Magic   All All            
Hit 2, early
1 0 0 20.0% 0   Standard 42 77 0   10.0 throw 0.0 -2.5 -0.5 1.0× 1.0× 0%               Magic   All All            
Hit 2, mid
2 0 0 18.0% 0   Standard 37 77 0   9.0 throw 0.0 2.5 1.0 1.0× 1.0× 0%               Magic   All All            
Hit 2, late
3 0 0 16.0% 0   Standard 32 77 0   9.0 throw 0.0 -1.0 0.0 1.0× 1.0× 0%               Magic   All All            
Hit 2, later
0 0 0 14.0% 0   Standard 27 77 0   6.0 throw 0.0 3.5 1.0 1.0× 1.0× 0%               Magic   All All            
Hit 2, latest
0 0 0 14.0% 0   Standard 22 77 0   4.5 throw 0.0 2.0 0.0 1.0× 1.0× 0%               Magic   All All            

TimingEdit

The invincibility is not active during the move's charge.

Charges between 4-5
Invincibility 1-7
Head and arms intangible 15-29
Hit 1 28
Hit 2, earliest 30-32
Hit 2, early 33-37
Hit 2, mid 38-42
Hit 2, late 43-47
Hit 2, later 48-52
Hit 2, latest 53-54
Interruptible 99
Animation length 105
Hitboxes                                                                                                                                                                                                                   
Head and arms                                                                                                                                                                                                                   
Full body                                                                                                                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Invincible
 
Intangible
 
Interruptible