Hitbox visualization showing Piranha Plant's up smash.

OverviewEdit

Piranha Plant lunges upward for a large bite. Up smash provides significant utility in Piranha Plant's gameplay, as it serves as a very punishing anti-air with large disjoint, capable of beating out most landing aerials, and even low-profiles during the first hit, and has a total of 7 active hitbox frames. Combined with immense strength, 90 degree angle which makes DI have little effect over its kill potential, it can kill even the heaviest of fighters before 100%, when fresh. This also makes it a devastating read tool against rolls and short hop approaches as well, and up smash is capable of hitting the bottom platforms of Battlefield as well.

Despite immense strength, the move has a tendency to fail to connect, with its first hit. It typically happens especially when catching extended hurtboxes, or hitting smaller characters. This factor, combined with its very poor horizontal range, make up smash difficult to use against grounded opponents, as it is quite unreliable at times due to the first hit. Thus, the move is typically relegated as an anti-air option, with Piranha Plant's other smashes being used for grounded opponents.

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 75 0 0   5.5 top 0.0 12.0 -4.0 0.8× 1.0× 0%               Slash   All All            
1 0 0 3.0% 0   Forward 75 0 0   5.5 top 0.0 12.0 4.0 0.8× 1.0× 0%               Slash   All All            
Hit 2
0 0 0 12.0% 0   Forward 90 82 0   9.0 mouth 2.0 to 3.5 0.0 0.0 1.2× 1.0× 0%               Slash   All All            

TimingEdit

Charges between 6-7
Hit 1 12-15
Hit 2 16-18
Head and lips intangible 12-18
Interruptible 52
Animation length 72
Hitboxes                                                                                                                                                 
Head and lips                                                                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Vulnerable
 
Intangible
 
Interruptible