Hitbox visualization showing Samus's up smash.

OverviewEdit

Samus shoots 5 bursts of fire above herself and catches her arm cannon in her other hand. It is a multi-hitting attack with very high start-up lag, and it can deal serious damage if all hits connect (with each hit dealing 10% for a total of 50%). The move can also break shields on its own if all the hits connect. However it's nearly impossible to land all its hits without the opponent intentionally SDIing to get hit, as not only is it easy to SDI out of the attack, but the hits don't deal set knockback and they all launch opponents away from Samus (which leads to the attack hitting opponents out of it on its own). Each hit deals weak knockback for a smash attack, so it also cannot KO until very high percents. Additionally, it has a moderate amount of ending lag and its hitboxes are almost strictly above Samus making it easy to punish. The move flatout cannot connect against smaller characters if they are in front of Samus, leaving her wide open for a punish. The move can occasionally be used an as anti-air attack due to its long duration and wide coverage angle and if the back hit connects, it can potentially combo, but overall it is a really poor move on its own due to its slow speed and non reliability and is one of Samus' worst attacks, with it having little practical use for about any situation, and Samus has other superior options in situations where it could be used.

HitboxesEdit

NTSC-JEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 10% 1   10 100 0 95 16 -80 0 0           Burn
1 0 10% 1   10 100 0 185 16 200 0 0           Burn

NTSC-U/PALEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 10% 1   22 100 0 95 16 -80 0 0           Burn
1 0 10% 1   22 100 0 200 16 200 0 0           Burn

SummaryEdit

  •   Base knockback (10 → 22).
  •   ID 1 hitbox size (185u → 200u).
    •   These changes, combined with its longer hitbox durations, make up smash connect more reliably, especially at lower percents.

TimingEdit

Hitboxes 17-19, 21-23, 25-27, 29-31, 33-34
Hitboxes (NTSC-J) 17-18, 21-22, 25-26, 29-30, 33-34
Animation length 59
NTSC-U/PAL                                                                                                                       
NTSC-J                                                                                                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox