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[[File:WFT-UpSmash.gif|thumb|350px|The [[Wii Fit Trainer]] charges her up smash.]]
[[File:RoyUpsmashSpike.gif |thumb|300px|[[Roy]]'s up smash in ''Melee''.]]
'''Up smash''' (abbreviated '''u-smash''') is a [[smash attack]] performed by any character by tapping the control stick upward and pressing A, or, outside of ''[[Melee]]'s'' single player modes, by pressing up on the [[C-stick]]. The up smash can be charged by holding down the A button for up to two seconds in conjunction with the C-stick, resulting in higher [[damage]] and [[knockback]]. If the enemy has heavy damage, it can be easy for the player to [[Star KO]] or [[Screen KO]] them using these moves.
[[File:WFT-UpSmash.gif|thumb|300px|[[Wii Fit Trainer]]'s up smash in ''Smash 4'', after being [[charge]]d briefly.]]


Unlike [[forward smash]]es and [[down smash]]es, up smashes can be performed immediately during any character's running animation, but not during their initial [[dash]] unless one performs a [[dash attack canceled up smash]].
An '''up smash''' (abbreviated '''u-smash''') ({{ja|上スマッシュ攻撃|Ue sumasshu kōgeki}}, ''Up/upper/above smash attack'') is a [[smash attack]] performed by any character by tapping the control stick upward and pressing A, or, outside of ''[[Melee]]'s'' single player modes, by pressing up on the [[C-Stick]].


A [[jump]] may be cancelled into an up smash, enabling it to be used [[out of shield]].
Since ''Super Smash Bros. Melee'', all smash attacks can be charged by holding down the A button for up to one second, multiplying [[damage]] and [[knockback]] by up to 1.4. In ''Ultimate'', with some exceptions, these charges can be held for up to 3 seconds (or 180 frames), but the attack stops increasing in strength after the 1-second mark.


==List of up smashes in ''[[Super Smash Bros.]]''==
Up smashes generally follow several trends: they usually send opponents vertically upwards, which give them consistent KO potential on most neutral stages (such as [[Battlefield]]). They also tend to cover directly above the user, either through a wide sweeping motion with average knockback (such as [[Mario]] and [[Pikachu]]), or an upward thrust with a stronger and smaller hitbox (with some possessing grounded hitboxes to lead into the main hit, such as [[Marth]] and [[Steve]]). Prior to ''Ultimate'', up smashes were also one of the few attacks that could be [[jump-canceling|jump-canceled]], enabling them to be used [[out of shield]] immediately and during any part of a character's [[dash]] animation, except the skidding animation when they stop running. As a result, some fighters have up smashes that serve as excellent out of shield punishes, while others function as precise, but powerful anti-airs.
{|class="wikitable"
!Character
!Description
!Damage
|-
|{{SSB|Captain Falcon}} || Does an uppercut. This is Captain Falcon's main combo starter. The attack sends the opponent straight up, but with low knockback and high hitstun. It is also trifled with unusually short range for an up smash. It is the weakest up smash in the game, but one of Falcon's most useful moves for its combo potential. The hitbox is Falcon's body and the small area above his raised fist.||17%
|-
|{{SSB|Donkey Kong}} || Claps overhead with some start-up lag. Very large hitbox. Grounded enemies are occasionally affected. Best used under a platform where an opponent is standing or a well timed anti-air attack.|| 21%
|-
|{{SSB|Fox}} || Does a flip kick. He does a fast quick flip, with much vertical KO power.|| 16%
|-
|{{SSB|Jigglypuff}} || Hits with its head. If the opponent is hit early, this attack sends the opponent straight up for quick, low-percent kills. At the last few frames of the attack, the hitbox exists only in front of Jigglypuff and sends the opponent forward with much less knockback. This attack is often used as a finisher.|| 18%
|-
|{{SSB|Kirby}} || A fast flip kick that is very similar to Fox's and Pikachu's, but with slower start-up and slightly less knockback.|| 16%
|-
|{{SSB|Link}} || Slashes overhead with his sword three times. The move is a good close up defensive move but also has a good KO-ing property.|| 22% if all hits connect.
|-
|{{SSB|Luigi}} || Headbutts upwards. Lunges head upwards in an arc. Decent knockback.|| 19%
|-
|{{SSB|Mario}} || Headbutts upwards. His whole head becomes a hitbox, which although laggy, is a powerful finisher. Considered one of the strongest up smashes in the game.|| 19%
|-
|{{SSB|Ness}} || Does an "around the world" with his yoyo which acts as a good anti-air move. Strange hitbox, does not hit short characters on ground. Above average speed.|| 17%
|-
|{{SSB|Pikachu}} || Flips over and hits with its tail; similar to Captain Falcon's, but with more range, more power, and more lag. Can combo into itself when used against heavier characters. Overall, a versatile move. Also leads directly into a Thunder which allows it to KO 20 to 30% quicker than normal, commonly known as Thunder Spiking. Used in combos.|| 18%
|-
|{{SSB|Samus}} || Shoots fire above her head in an arc.||50% if all hits connect.
|-
|{{SSB|Yoshi}} || Headbutts upwards. Has good horizontal knockback from behind to top, average upwards knockback when hit near the end.|| 18%
|}


===Notable Up Smashes===
From ''Brawl'' onwards, jump-canceling to perform a running up smash is unnecessary, and the turn-around animation can be jump-canceled into a reversed up smash. In ''Ultimate'', jump-canceling is not required for up smashes out of shield, and can now be done instantly; additionally, all grounded moves can be canceled from a dash, which lower the utility of some out of shield up smashes.
*Captain Falcon's Up Smash is considered the best Up Smash in the game, tied with Fox and Pikachu. Captain Falcon's Up Smash is good because of it's amazing combo ability, easily setting up into 0-to-death's
*Fox's is good because it's one of the strongest Up Smashes in the game while being very quick and long ranged.
*Pikachu's is quick and has long range like Fox's, but does not kill as early. However, you can pull off a thunder for a thunderspike and potentially kill earlier.
*Mario's Up Smash is the most powerful in the game, but it has a poor hitbox and is very laggy.


==List of up smashes in ''[[Super Smash Bros. Melee]]''==
==List of up smashes==
{|class="wikitable"
{| class="wikitable"
!Character
!Description
!Damage
|-
|-
|{{SSBM|Bowser}} || Hops into the air, hitting with his shell.||{{ChargedSmashDmgSSBM|20}} (leap), {{ChargedSmashDmgSSBM|12}} (landing)
! Character !! Description
|-
|-
|{{SSBM|Captain Falcon}} || Kicks upwards twice.|| {{ChargedSmashDmgSSBM|14}} (hit 1 leg), {{ChargedSmashDmgSSBM|8}} (hit 1 body), {{ChargedSmashDmgSSBM|12}} (hit 2 foot), {{ChargedSmashDmgSSBM|13}} (hit 2 body).
|[[Banjo]] & [[Kazooie]]||Performs a vertically inverted Bill Drill, in which Banjo rapidly spins on the ground while Kazooie jabs upward with her beak.
|-
|-
|{{SSBM|Donkey Kong}} || Claps overhead, good knockback. Somewhat slow, not to mention this will not hit a grounded foe at all.|| {{ChargedSmashDmgSSBM|18}}
|[[Bayonetta]]||Uses her Wicked Weaves to summon Madama Butterfly's fist for an uppercut in front of herself.
|-
|-
|{{SSBM|Dr. Mario}} || Similar to Mario, but with less knockback and slightly faster. Unusually, the attack has spike properties, though these only work on grounded opponents.|| {{ChargedSmashDmgSSBM|16}}
|[[Bowser]]||Hops up with his back facing upwards to strike with his shell.
|-
|{{SSBM|Falco}} || Similar to Fox, but much weaker; although, it is a better juggler. This also hits behind Falco, albeit with significantly lower knockback.|| {{ChargedSmashDmgSSBM|14}} (clean), {{ChargedSmashDmgSSBM|12}} (late)
|-
|-
|{{SSBM|Fox}} || Does a flip kick. This move is very fast, and when used on the ground while facing the foe, it has very high vertical knockback. It is very reliable at mid-high damages. Shine into up smash is very useful for KOs.|| {{ChargedSmashDmgSSBM|18}} (clean), {{ChargedSmashDmgSSBM|13}} (late)
|[[Bowser Jr.]]||Performs a handstand, then activates the Junior Clown Car's propeller to strike with it.
|-
|-
|{{SSBM|Ganondorf}} || Kicks upwards twice. Similar to Captain Falcon. The most damaging up smash if both hits connect.|| {{ChargedSmashDmgSSBM|22}} (hit 1), {{ChargedSmashDmgSSBM|19}} (hit 2)
|[[Byleth]]||Swings the Sword of the creator in its whip form above themself to hit multiple times.
|-
|-
|{{SSBM|Ice Climbers}} || Swings their hammers above them.|| {{ChargedSmashDmgSSBM|22}} if both hits connect
|[[Captain Falcon]]||{{GameIcon|SSB}} Performs a spinning uppercut with his elbow.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Throws an upwards 540 kick.
|-
|-
|{{SSBM|Jigglypuff}} || Hits with its head. Can lead into aerial combos and KO at high percentage.|| {{ChargedSmashDmgSSBM|14}}
|[[Charizard]]||Slashes upwards with its leading wing, then its following one immediately after.
|-
|-
|{{SSBM|Kirby}} || Does a flip kick. Deals less damage if hit at the tip of Kirby's foot. || {{ChargedSmashDmgSSBM|15}} (clean), {{ChargedSmashDmgSSBM|14}} (mid), {{ChargedSmashDmgSSBM|13}} (late), {{ChargedSmashDmgSSBM|12}} (tip)
|[[Chrom]]||An upward thrust with Falchion, which releases a stream of razor-like magic from it, ending in an outwards burst.
|-
|-
|{{SSBM|Link}} || Slashes above him three times. Somewhat different from the move in ''SSB''. All hits now have a noticeable arc above him with good range, instead of just the first hit being an arc and two smaller stabs upwards as in SSB. Good for racking up damage and setting up for air combos due to below average knockback for an up smash. Up to three separate hits.|| {{ChargedSmashDmgSSBM|16}} total
|[[Cloud]]||Performs an upward-arcing swing in front of himself with the Buster Sword.
|-
|-
|{{SSBM|Luigi}} || Headbutts upwards. Identical to Mario and Dr. Mario's headbutt with an up-and-behind trajectory, ideal for setting up aerial combos with Luigi. The player can also buffer it in at the end of a wavedash, which allows for an alternative vertical launcher to Luigi's common wavedash to down smash approach.|| {{ChargedSmashDmgSSBM|17}}
|[[Corrin]]||Crouches and braces their arms on either side of their head before transforming them into draconic lances and stabbing straight upwards.
|-
|-
|{{SSBM|Mario}} || Headbutts upwards. A fast move with more range at the back of his head than in the front.|| {{ChargedSmashDmgSSBM|15}}
|[[Daisy]]||Jabs her hand upwards while twirling.
|-
|-
|{{SSBM|Marth}} || Stabs his sword upwards. While effective on aerial opponents, the move has very weak sourspots next to Marth if used on the ground. ||{{ChargedSmashDmgSSBM|8}} (sides), {{ChargedSmashDmgSSBM|15}} (base), {{ChargedSmashDmgSSBM|18}} (tip).
|[[Dark Pit]]||Spins while slashing above himself three times.
|-
|-
|{{SSBM|Mewtwo}} || Holds his hand above him and shoots darkness.|| {{ChargedSmashDmgSSBM|15}} total
|[[Dark Samus]]||Unleashes a front-to-back arc of five Phazon blasts from her arm cannon above herself.
|-
|-
|{{SSBM|Mr. Game & Watch}} || Headbutts above him with a scuba helmet from ''Octopus''. Has some start-up lag but also has high knockback, as well as a long duration.|| {{ChargedSmashDmgSSBM|18}}
|[[Diddy Kong]]||{{GameIcon|SSBB}} Slaps the opponent, then kicks twice starting from behind as he completes the spin.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Slaps the opponent, then kicks the opponent as it leads straight into a jumping uppercut starting from the front as he completes the spin.<br/>
|-
|-
|{{SSBM|Ness}} || Does an "around the world" with his yoyo. Has average range and speed, but sub-par knockback. Like his down smash, this attack is incapable of KOing unless his opponent is at extremely high percentage.|| 9% (startup), 4% (charge), {{ChargedSmashDmgSSBM|6}} (yoyo)
|-
|-
|{{SSBM|Peach}} || Quick upwards slap. If sweetspotted (located at her palm and her hand), the attack sends opponent upward with high vertical knockback. If sourspotted (located at her shoulders and her finger), the move has weak vertical knockback. When sweetspotted, this move can KO opponents at around 73% when fully charged.|| {{ChargedSmashDmgSSBM|8}} (sides), {{ChargedSmashDmgSSBM|15}} (sourspot), {{ChargedSmashDmgSSBM|19}} (sweetspot)
|[[Donkey Kong]]||Claps his hands together above himself.
|-
|-
|{{SSBM|Pichu}} || Headbutts upwards.|| {{ChargedSmashDmgSSBM|16}}
|[[Dr. Mario]]||Plants his feet and headbutts strongly above himself from back to front. His head is granted intangibility for a short while.
|-
|-
|{{SSBM|Pikachu}} || Flips over and hits with its tail. It is the most powerful up smash in [[knockback]].|| {{ChargedSmashDmgSSBM|17}}-{{ChargedSmashDmgSSBM|19}} (clean), {{ChargedSmashDmgSSBM|13}} (mid), {{ChargedSmashDmgSSBM|7}} (late)
|[[Duck Hunt]]||The duo crouch while the unseen gunman fires off a combo of three shots directly above them.
|-
|-
|{{SSBM|Roy}} || Similar to Marth. Hits multiple times, has Fire effects and spikes if [[sweetspot]]ted.|| {{ChargedSmashDmgSSBM|18}} total
|[[Falco]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Performs a quick backflipping kick.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Throws a modified upwards butterfly kick.
|-
|-
|{{SSBM|Samus}} || Shoots fire above her head in an arc.|| {{ChargedSmashDmgSSBM|23}} total
|[[Fox]]||Performs a quick backflipping kick.
|-
|-
|{{SSBM|Sheik}} || Puts her arms above herself and violently separates them to her left and right. Incredibly powerful when sweetspotted, being among the most powerful in the game, but otherwise does moderate knockback when sourspotted.|| {{ChargedSmashDmgSSBM|13}} (arms), {{ChargedSmashDmgSSBM|17}} (tip NTSC), {{ChargedSmashDmgSSBM|16}} (tip PAL)
|[[Ganondorf]]||{{GameIcon|SSBM}} Throws an upwards butterfly kick.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}} Leans back and performs a straight-upwards stretch kick.<br/>{{GameIcon|SSBU}} Swings the SpaceWorld 2000 sword in a wide front-to-back arc above himself.
|-
|-
|{{SSBM|Yoshi}} || Headbutts upwards.|| {{ChargedSmashDmgSSBM|14}}
|[[Greninja]]||Jabs two water blades upwards in a backwards grip followed by a downward slash for a second hit.
|-
|-
|{{SSBM|Young Link}} || Similar to Link but with less knockback.|| {{ChargedSmashDmgSSBM|12}} total
|[[Hero]]||Stabs straight upwards with his sword.
|-
|-
|{{SSBM|Zelda}} || Waves her hand above her three times with magic.|| {{ChargedSmashDmgSSBM|15}} total
|[[Ice Climbers]]||Swing their hammers in an inwards arc above themselves.
|}
 
===Notable Up Smashes===
*Fox's Up smash is the best Up Smash in the game and maybe even the entire series due to it's versatility, speed, range, power, ability to combo into it, how safe it is, etc.
*Pikachu's Up Smash is the strongest Up Smash in the game, edging out Fox for the #1 strongest spot.
 
==List of up smashes in ''[[Super Smash Bros. Brawl]]''==
{|class="wikitable"
!Character
!Description
!Damage
|-
|{{SSBB|Bowser}} || Hops into the air, hitting with his shell. Hitting with the sides of the attack does less damage. Opponents who only shield his jump may be hit by his landing (this only applies to grounded opponents). Very high knockback.|| Hit 1: {{ChargedSmashDmgSSBB|20}} (shell), {{ChargedSmashDmgSSBB|15}} (head/tail)<br/>Hit 2: {{ChargedSmashDmgSSBB|12}} (shell), {{ChargedSmashDmgSSBB|10}} (head/tail)
|-
|{{SSBB|Captain Falcon}} || Kicks upwards twice. Good knockback for a up smash, especially for a multi-hit up smash. This is one of Falcon's best moves due to the good vertical range, power, damage output, its usefulness as a running up smash (due to Captain Falcon's very fast dash speed), and juggling ability. It has very poor horizontal reach, which can make it difficult to land on grounded opponents, but the horizontal disjoint makes the range better than it looks and using it during a dash can help with this problem.|| {{ChargedSmashDmgSSBB|11}}/{{ChargedSmashDmgSSBB|8}} (hit 1), {{ChargedSmashDmgSSBB|13}}/{{ChargedSmashDmgSSBB|12}} (hit 2)
|-
|{{SSBB|Charizard}} || Slashes upward with both wings. Decent knockback; maximum damage is given if both wings strike. Initial wing-swipe is very fast, making running up-smashes very effective.|| {{ChargedSmashDmgSSBB|5}} (hit 1), {{ChargedSmashDmgSSBB|11}} (hit 2)
|-
|{{SSBB|Diddy Kong}} || Does a weird cartwheel in place, hitting three times. Not very powerful (weakest in the game), but a decent combo move. Can be used as a sliding DACUS.|| {{ChargedSmashDmgSSBB|5}} (hits 1-2), {{ChargedSmashDmgSSBB|6}} (hit 3), {{ChargedSmashDmgSSBB|16}} total.
|-
|{{SSBB|Donkey Kong}} || Claps overhead. Small hitbox that usually only hits foes directly above him, but great power and fairly fast.|| {{ChargedSmashDmgSSBB|18}}
|-
|{{SSBB|Falco}} || Just like Fox's, only weaker. Can be used as a sliding DACUS. The knockback is entirely dependent on where it hits; strong vertical knockback in the front, fairly low horizontal knockback in the rear. Moderately high knockback. It is also possible to combo a silent laser (see below) into either a normal or boosted up smash for a KO, provided the laser is close enough.|| {{ChargedSmashDmgSSBB|14}} (clean), {{ChargedSmashDmgSSBB|12}} (late)
|-
|-
|{{SSBB|Fox}} || Does a flipping kick above his head. Very powerful and quick, critical for KOing foes. Arguably Fox's best KO move. Best  up smash out of all three [[Space animals]].|| {{ChargedSmashDmgSSBB|17}} (clean sweetspot), {{ChargedSmashDmgSSBB|15}} (clean sourspot), {{ChargedSmashDmgSSBB|13}} (late)
|[[Ike]]||Swings Ragnell in a large arc over his head, slamming it onto the ground behind him.
|-
|-
|{{SSBB|Ganondorf}} || Kicks once, but it hits all the way to the ground. Has a huge amount of ending lag in Brawl. Sweetspot is on the foot.||{{ChargedSmashDmgSSBB|19}} (body), {{ChargedSmashDmgSSBB|22}} (leg).
|[[Incineroar]]||Performs an upward double ax-handle.
|-
|-
|{{SSBB|Ice Climbers}} || Swing hammers above their heads. Good as a finisher from chain grabs. Deals more damage if the opponent hit the head of the hammer.|| {{ChargedSmashDmgSSBB|11}}/{{ChargedSmashDmgSSBB|9}} (leader), {{ChargedSmashDmgSSBB|9}}/{{ChargedSmashDmgSSBB|8}} (partner)
|[[Inkling]]||Swings an Ink Blaster upwards to strike with its barrel, setting up for a close-range explosion of ink.
|-
|-
|{{SSBB|Ike}} || Swings sword above his head. Covers great range and is powerful, but incredibly laggy like almost all of Ike's other attacks.|| {{ChargedSmashDmgSSBB|17}} (blade), {{ChargedSmashDmgSSBB|20}} (slam)
|[[Isabelle]]||Blows a whistle and erects a stop sign in front of herself.
|-
|-
|{{SSBB|Ivysaur}} || Powder erupts from his bulb. Strongest Up Smash in terms of power, being able to KO at percentages as low as 32%, but suffers from long startup lag.|| {{ChargedSmashDmgSSBB|17}}
|[[Ivysaur]]||Plants its feet while releasing an explosion of pollen from the bulb on its back.
|-
|-
|{{SSBB|Jigglypuff}} || Headbutts above itself. Can be used as a sliding DACUS.|| {{ChargedSmashDmgSSBB|15}} (head), {{ChargedSmashDmgSSBB|13}} (body)
|[[Jigglypuff]]||Headbutts above itself.
|-
|-
|{{SSBB|King Dedede}} || Swings hammer over his head. It has powerful vertical knockback, with average base knockback and high knockback scaling along with a hitbox that covers the area in front of and behind Dedede, as well as above him. However, it has slow start-up lag and even worse ending lag with rather average damage output for an up smash. When uncharged, it is weaker than his up tilt as well as being much slower. As such, Dedede's up smash is often neglected and is not used often. This move KOs reliably around 121% uncharged. || {{ChargedSmashDmgSSBB|14}} (hammer), {{ChargedSmashDmgSSBB|9}} (body)
|[[Joker]]||Performs a jumping inward slash with his knife.
|-
|-
|{{SSBB|Kirby}} || Does a backflip, kicking. Hits all the way around Kirby. Weaker if the opponent is hit behind Kirby (when he lowers his foot to the ground). || {{ChargedSmashDmgSSBB|15}}/{{ChargedSmashDmgSSBB|14}} (clean), {{ChargedSmashDmgSSBB|14}}/{{ChargedSmashDmgSSBB|12}} (mid), {{ChargedSmashDmgSSBB|12}}/{{ChargedSmashDmgSSBB|11}} (late)
|[[Kazuya]]||Uppercuts in his demon form.
|-
|-
|{{SSBB|Link}} || Slashes over his head three times. Third hit has most knockback, but first two hits can be smash DI'ed out of. Can be used as a sliding DACUS.|| Hit 1: {{ChargedSmashDmgSSBB|4}}<br/>Hit 2: {{ChargedSmashDmgSSBB|3}}<br/>Hit 3: {{ChargedSmashDmgSSBB|10}} (blade), {{ChargedSmashDmgSSBB|9}} arm, {{ChargedSmashDmgSSBB|8}} (body)
|[[Ken]]||Performs a crouching uppercut.
|-
|-
|{{SSBB|Lucario}} || Punches upwards with blue aura energy. Damages enemies in front and behind of Lucario, with the attack having an exceptional amount of active frames (lasting until nearly the end of the move). It's a great anti-air attack. Hitbox to the sides is greater when opponent is behind Lucario.|| {{AuraDamageSSBB|13|c}} (clean), {{AuraDamageSSBB|9|c}} (late)
|[[King Dedede]]||Swings his hammer in a front-to-back arc above his head.
|-
|-
|{{SSBB|Lucas}} || Releases an extremely powerful blast of PSI above him. Has a surprisingly far range above Lucas. Second strongest up smash in the game, but very high start-up and ending lag.|| {{ChargedSmashDmgSSBB|2}} (hit 1), {{ChargedSmashDmgSSBB|19}}, {{ChargedSmashDmgSSBB|18}}, {{ChargedSmashDmgSSBB|16}}, {{ChargedSmashDmgSSBB|14}}, or {{ChargedSmashDmgSSBB|12}} (clean to late hit 2)
|[[King K. Rool]]||Hops straight upwards to strike with his head, then falls back down belly-first into a comical plank before he gets back up.
|-
|-
|{{SSBB|Luigi}} || Luigi headbutts upward, similar to Mario's Up Smash, but it has higher knockback and sends foes on a more diagonal trajectory behind him. Can slide if Luigi dashes a few frames after charging it, which slides slower than Mario, but slides farther.|| {{ChargedSmashDmgSSBB|15}} (head), {{ChargedSmashDmgSSBB|12}} (body)
|[[Kirby]]||Performs a quick backflipping kick.
|-
|-
|{{SSBB|Mario}} || Mario headbutts upward. Has fast start-up lag and its ending lag is rather low as well. It does have good base knockback and knockback scaling, but its KO power is rather average for an up-smash. This is Mario's only reliable finisher outside his forward smash, and it is his only attack that can KO vertically under 150%. || {{ChargedSmashDmgSSBB|14}}
|[[Link]]||Performs a three-hitting combo of spinning, arcing slashes with his sword.
|-
|-
|{{SSBB|Marth}} || Justice Sword: Stabs his sword above his head. When Marth hits someone at low percentages with his running up smash, it sends his opponent on a bizarre horizontal trajectory with very high base knockback. This is very effective at setting up edgeguard situations at low percentages, especially since Marth is arguably one of the best edgeguarders in the game. On a interesting note, Marth's up smash only sends opponents at low to mid percentages horizontally. Its slide smash is very long, due to Marth's low [[traction]]. Once they approach 70%, it only sends opponents vertically, no matter what part of the up smash connects.|| {{ChargedSmashDmgSSBB|4}} (sides), {{ChargedSmashDmgSSBB|14}} (blade), {{ChargedSmashDmgSSBB|17}} (tip)
|[[Little Mac]]||Crouches briefly before throwing a fierce swinging-inwards uppercut. There is a sweetspot on frame 10 that has a flame effect.
|-
|-
|{{SSBB|Meta Knight}} || Slashes above him a few times. Similar to Link's, only much faster and not as powerful. Low knockback, but can KO at high percentages.|| {{ChargedSmashDmgSSBB|3}} (hit 1), {{ChargedSmashDmgSSBB|2}} (hit 2), {{ChargedSmashDmgSSBB|4}} (hit 3)
|[[Lucario]]||Crouches, then thrusts its palms straight upwards alongside a blast of aura.
|-
|-
|{{SSBB|Mr. Game & Watch}} || Head becomes a diving helmet and he bashes upwards with his head. Has noticeable start-up lag, but is the third strongest up smash in the game KO percentage-wise and it has the highest knockback scaling of any up smash in the game. Originates from ''Octopus''.||{{ChargedSmashDmgSSBB|18}}
|[[Lucas]]||Holds his arms together, then swings them apart from himself while releasing an enormous upwards-traveling PSI spark.
|-
|-
|{{SSBB|Ness}} || Does an "around the world" with his yo-yo, arcing it above him. Weaker than most up smashes. Yo-yo can also damage while charging up. Interestingly, when it's 'charging', it doesn't increase in damage or knockback.|| 4% (startup & charge), 9% (front), 13% (back)
|[[Lucina]]||Stabs straight upwards with Parallel Falchion.
|-
|-
|{{SSBB|Olimar}} || A Pikmin rockets upwards. Olimar's fastest smash, has surprising forward range. Possesses huge knockback when a purple Pikmin is used. || R: {{ChargedSmashDmgSSBB|15}}/{{ChargedSmashDmgSSBB|14}} (clean), {{ChargedSmashDmgSSBB|12}}(late)<br/>Y: {{ChargedSmashDmgSSBB|14}}/{{ChargedSmashDmgSSBB|12}} (clean), {{ChargedSmashDmgSSBB|10}}(late)<br/>B: {{ChargedSmashDmgSSBB|15}}/{{ChargedSmashDmgSSBB|13}} (clean), {{ChargedSmashDmgSSBB|11}}(late)<br/>W: {{ChargedSmashDmgSSBB|9}}/{{ChargedSmashDmgSSBB|7}} (clean), {{ChargedSmashDmgSSBB|5}}(late)<br/>P: {{ChargedSmashDmgSSBB|16}}/{{ChargedSmashDmgSSBB|13}} (clean), {{ChargedSmashDmgSSBB|13}}(late)
|[[Luigi]]||Plants his feet and headbutts strongly above himself from back to front.
|-
|-
|{{SSBB|Peach}} || Thrusts her arm up quickly. Very powerful when sweetspotted, but very weak when not sweetspotted. If Peach sweetspotted (Peach's body, as opposed to the arm) an opponent with a fully charged up smash, it can KO at around 55%.|| {{ChargedSmashDmgSSBB|15}} (clean hand), {{ChargedSmashDmgSSBB|17}} (clean arm), {{ChargedSmashDmgSSBB|8}} (sides). {{ChargedSmashDmgSSBB|12}} (late hand), {{ChargedSmashDmgSSBB|10}} (late arm)
|[[Mario]]||Plants his feet and headbutts strongly above himself from back to front.
|-
|-
|{{SSBB|Pikachu}} || Flips over, hitting with its tail. Similar to Fox's, but with less range and less power, but it's faster.|| {{ChargedSmashDmgSSBB|14}} (clean body) {{ChargedSmashDmgSSBB|13}} (clean tail), {{ChargedSmashDmgSSBB|11}} (mid), {{ChargedSmashDmgSSBB|7}} (late)
|[[Marth]]||Stabs straight upwards with Falchion.
|-
|-
|{{SSBB|Pit}} || Slashes above him with both of his swords. Faster, but less knockback than something like Link's, and with more vertical range and less horizontal. All the knockback is in the last slash; the other two have reverse knockback, sucking the opponent closer to set up for the final slash. If the player hits with only the first slash of this attack, it is actually a spike. However, this is extremely difficult to pull off.|| {{ChargedSmashDmgSSBB|3}} (hit 1), {{ChargedSmashDmgSSBB|2}} (hit 2), {{ChargedSmashDmgSSBB|8}} (hit 3) {{ChargedSmashDmgSSBB|13}} total
|[[Mega Man]]||Uses Spark Shot, which transforms both hands into electrodes and touches them together above himself, releasing a large electric spark.
|-
|-
|{{SSBB|R.O.B.}} || Does a handstand, shooting a burst from his thrusters into the air. His most powerful finisher, but has almost no horizontal range.|| {{ChargedSmashDmgSSBB|12}} (base), {{ChargedSmashDmgSSBB|13}} (mid), {{ChargedSmashDmgSSBB|14}} (tip)
|[[Meta Knight]]||Performs a three-slash combo above himself while dramatically flipping.
|-
|-
|{{SSBB|Samus}} || Cover Fire: Uses arm cannon and shoots fire above her head, hitting five times. Very weak knockback, one of the weakest of all up smashes, but does a lot of damage if all hits connect. Can be used as a sliding DACUS.|| {{ChargedSmashDmgSSBB|4}} (hits 1-3), {{ChargedSmashDmgSSBB|5}} (hit 4), {{ChargedSmashDmgSSBB|6}} (hit 5) {{ChargedSmashDmgSSBB|23}} total
|[[Mewtwo]]||Holds its palm upwards, unleashing a swirl of powerful dark energy for multiple hits.
|-
|-
|{{SSBB|Sheik}} || Pulls with both hands to her sides in a downward way. Two hits without any noticeable animation and first hit can lead into the second at low percents. Does a great deal of damage and knockback when sweetspotted. Can be used as a sliding DACUS.|| {{ChargedSmashDmgSSBB|17}} (sweetspot), {{ChargedSmashDmgSSBB|12}} (sourspot) {{ChargedSmashDmgSSBB|29}} total 
|[[Mii Brawler]]||Performs a quick backflipping kick.
|-
|-
|{{SSBB|Snake}} || Slams a mortar in front of himself and fires a shell into the air. The movement of the shell is almost entirely vertical, but there is a small amount of random horizontal movement. Can be used as a sliding DACUS, which is probably the most well-known DACUS of all characters. The shell has high base knockback but very low knockback scaling, making it unreliable as a KO move, though the angles it hits at can sometimes make the opponent not sure where to DI for relatively early kills. Charging the up smash does not increase its power, but it increases the speed and distance of the shell. When fully charged, it travels great distances, almost the entire height of the 'large' stage builder area, making it have by far the greatest vertical reach of any attack. The shell explodes if it makes contact with a ceiling, an opponent, a wall, or the ground no matter what direction it's moving in. The action of slamming down the mortar has a hitbox that produces very weak vertical knockback that knocks opponents into the mortar's line of fire.|| 4% (startup), 10% (motar)
|[[Mii Gunner]]||Unleashes five fiery cannon blasts in a front-to-back upwards arc.
|-
|-
|{{SSBB|Sonic}} || Jumps into the air, spinning in a ball. Has a few invincibility frames. Low knockback, though last hits can [[Meteor Smash]]. Can be used as a sliding DACUS.|| {{ChargedSmashDmgSSBB|5}} (hit 1), {{ChargedSmashDmgSSBB|1}} (hits 2-7), {{ChargedSmashDmgSSBB|3}} (hit 8) {{ChargedSmashDmgSSBB|14}} total
|[[Mii Swordfighter]]||Jumps up and performs a set of spinning slashes.
|-
|-
|{{SSBB|Squirtle}} || Slams hands onto the ground, sending twin geysers into the air. A powerful vertical finisher and is Squirtle's most powerful attack.|| Hit 1:  {{ChargedSmashDmgSSBB|3}}<br/>Hit 2: {{ChargedSmashDmgSSBB|13}} (clean early), {{ChargedSmashDmgSSBB|11}} (clean late), {{ChargedSmashDmgSSBB|9}} (mid), {{ChargedSmashDmgSSBB|7}} (mid late), {{ChargedSmashDmgSSBB|5}} (late)
|[[Min Min]]||A somersault kick that can reflect projectiles.
|-
|-
|{{SSBB|Toon Link}} || Slashes above his head once with his sword. It has good Star KO potential, and its decent speed and range make it a good choice to execute during a dash.|| {{ChargedSmashDmgSSBB|15}} (clean), {{ChargedSmashDmgSSBB|11}} (late)
|[[Mr. Game & Watch]]||Dons a heavy scuba-diving helmet and headbutts above himself with it.
|-
|-
|{{SSBB|Wario}} || Spins in place and headbutts upward, hitting multiple times. Can be used as a sliding [[DACUS]].|| {{ChargedSmashDmgSSBB|1}} (hits 1-5), {{ChargedSmashDmgSSBB|10}} (hit 6) {{ChargedSmashDmgSSBB|15}} total
|[[Mythra]]||Spins the Aegis Sword above herself.
|-
|-
|{{SSBB|Wolf}} || Does a flipping scissor kick above his head. Can be used as a sliding DACUS. This move hits twice, with the first hit usually pushing the opponent into the second. It has a small sweetspot on his body that deals the same damage as the main hitbox on his legs, that sends opponents on a horizontal trajectory instead.|| {{ChargedSmashDmgSSBB|6}} (hit 1), {{ChargedSmashDmgSSBB|12}} (hit 2)
|[[Ness]]||Swings his yo-yo forwards, then performs an "around the world" with it.
|-
|-
|{{SSBB|Yoshi}} || Headbutts above himself. The attack can hit behind Yoshi. Yoshi's head is intangible while the hitboxes are out.|| {{ChargedSmashDmgSSBB|16}}
|[[Olimar]]||Points upwards, commanding his leading Pikmin to perform a jumping full-body tackle straight upwards.
|-
|-
|{{SSBB|Zelda}} || Waves her hand above her head with magical energy. Comes out quickly, pulls opponents in and has a lot of hits, not to mention the great damage and knockback.|| {{ChargedSmashDmgSSBB|1}} (hits 1-10), {{ChargedSmashDmgSSBB|5}} (hit 11) {{ChargedSmashDmgSSBB|15}} total
|[[Pac-Man]]||Performs an uppercut, then immediately opens his palm to release Inky.
|-
|-
|{{SSBB|Zero Suit Samus}} || Twirls her whip above her head. Doesn't have much startup lag and has great vertical range. Great for racking up damage. Only the tip does a lot of knockback.|| {{ChargedSmashDmgSSBB|4}} (hit 1), {{ChargedSmashDmgSSBB|1}} (hits 2-5), {{ChargedSmashDmgSSBB|5}} (hit 6){{ChargedSmashDmgSSBB|11}} total
|[[Palutena]]||Raises her staff to project a colossal beam of light straight upwards.
|}
 
===Notable Up Smashes===
*Snake Up Smash allows him to use DACUS, which can move him very quickly across the stage and has a hitbox, making the move very versatile overall.
*Falco's DACUS is very good because his strongest part of the Up Smash is in front of him, and he can combo it out of down throw.
*Olimar overall has the best Up Smash in the game because it's quick, powerful, and has immense vertical and horizontal disjointed range.
*Marth's Up Smash was severel buffed from melee, it has hitboxes that lead into the tip and the base does infinitely more knockback.
 
==List of up smashes in ''[[Super Smash Bros. 4]]''==
{|class="wikitable"
!Character
!Description
!Damage
|-
|-
|{{SSB4|Bowser}} ||Hops into the air, hitting with his shell. Hitting with the sides of the attack does less damage. Opponents who only shield his jump may be hit by his landing, making it harder to punish (this only applies to grounded opponents). Very high knockback. ||{{ChargedSmashDmgSSB4|20}} (hit 1 shell), {{ChargedSmashDmgSSB4|15}} (hit 1 sides), {{ChargedSmashDmgSSB4|6}} (landing)
|[[Peach]]||Jabs her hand upwards while twirling.
|-
|-
|{{SSB4|Bowser Jr.}} ||Flips upside down and attacks with the Junior Clown Car's spinning propeller. Like his forward smash, only the last hit deals knockback. ||{{ChargedSmashDmgSSB4|1}} (hit 1), {{ChargedSmashDmgSSB4|1.3}} (hits 2-5), {{ChargedSmashDmgSSB4|1}} (hit 6), {{ChargedSmashDmgSSB4|6}} (hit 7)
|[[Pichu]]||Headbutts above itself.
|-
|-
|{{SSB4|Captain Falcon}} ||Performs a spinning double hop-kick. A potent move with little start-up lag. One of Captain Falcon's best moves due to the good vertical range, power, damage output, its usefulness as a running up smash (due to Captain Falcon's very fast dash speed), and juggling ability. It has very poor horizontal reach, which can make it difficult to land on grounded opponents, but the horizontal disjoint makes the range better than it looks. ||{{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|6}} (hit 1), {{ChargedSmashDmgSSB4|13}}/{{ChargedSmashDmgSSB4|12}} (hit 2)
|[[Pikachu]]||Performs a backflipping tail-flick above itself.
|-
|-
|{{SSB4|Charizard}} ||Slashes upward with both wings. Decent knockback; maximum damage is given if both wings strike. Both hits do not link very well. ||{{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2)
|[[Piranha Plant]]||Stretches its stem outwards and chomps above itself.
|-
|-
|{{SSB4|Dark Pit}} ||Identical to Pit's. ||{{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|8}} (hit 3)
|[[Pit]]||Spins while slashing above himself three times.
|-
|-
|{{SSB4|Diddy Kong}} ||Hops briefly and performs a stationary cartwheel. The attack's vertical reach is greater and his hands now form a punch, though its horizontal reach is still lacking. ||{{ChargedSmashDmgSSB4|2.5}} (hits 1-2), {{ChargedSmashDmgSSB4|6}} (hit 3)
|[[Pyra]]||Spins the Aegis Sword above herself.
|-
|-
|{{SSB4|Donkey Kong}} ||Performs a very powerful clap above his head. Small hitbox that usually only hits foes directly above him, but has great power and fairly fast. Donkey Kong's head and arms are intangible while the hitboxes are out. ||{{ChargedSmashDmgSSB4|18}}
|[[R.O.B.]]||Performs a handstand and unleashes a large upwards blast of fire from his thrusters.
|-
|-
|{{SSB4|Dr. Mario}} ||Identical to Mario's but sends opponents in a more horizontal angle like Luigi. Its hitbox stays out for a deceptively long time. ||{{ChargedSmashDmgSSB4|15.68}}
|[[Richter]]||Cracks the Vampire Killer straight upwards for a very long-ranged attack.
|-
|-
|{{SSB4|Duck Hunt}} || The dog looks upwards, signalling the player to fire the Zapper upwards 3 times, scaring the duck and dog into ducking. Very good horizontal coverage, making it similar to a down-smash.|| {{ChargedSmashDmgSSB4|2}} (hit 1), {{ChargedSmashDmgSSB4|2.4}} (hit 2), {{ChargedSmashDmgSSB4|10}} (hit 3)
|[[Ridley]]||Performs a frontflip and rakes above himself with his claws as he lands from it.
|-
|-
|{{SSB4|Falco}} ||Does a backflip, kicking out with both feet. Hits twice with moderate knockback. ||{{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|12}} (hit 2)
|[[Robin]]||Swings the equipped blade into an upwards position.
|-
|-
|{{SSB4|Fox}} ||Flip Kick: performs a flipkick which loses strength the farther it is into the animation. Fox's head is intangible while the hitboxes are out. This smash is extremely quick and deadly when sweetspotted. ||{{ChargedSmashDmgSSB4|16}} (clean sweetspot), {{ChargedSmashDmgSSB4|14}} (clean sourspot),  {{ChargedSmashDmgSSB4|11}} (late)
|[[Rosalina]] & [[Luma]]||''Rosalina:'' Leans forwards, then gravitationally swings herself backwards for an arcing headbutt.<br/>''Luma:'' Throws a quick one-foot backflipping kick.
|-
|-
|{{SSB4|Ganondorf}} ||Forcefully swings his leg up. Has some start-up but surprisingly little cool down for its power because of its [[interruptibility]], making it a good move to bait opponents with. Extremely powerful when used against aerial opponents, capable of KOing under 100%. Has small hitbox directly in front of him if he is too far away for the kick to hit. ||{{ChargedSmashDmgSSB4|21}} (leg), {{ChargedSmashDmgSSB4|24}} (foot)
|[[Roy]]||Jabs the Binding Blade upwards while releasing a stream of flame from it, ending in an explosion.
|-
|-
|{{SSB4|Greninja}} ||Slashes above (via a double stab) and to the side (with an outward rip) with two water swords both in reverse grip in an outwards arc. ||{{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|14}} (hit 2 clean center), {{ChargedSmashDmgSSB4|11}} (hit 2 clean sides), {{ChargedSmashDmgSSB4|10}} (hit 2 late)
|[[Ryu]]||Performs a crouching uppercut.
|-
|-
|{{SSB4|Ike}} ||Swings his sword in a wide arc over his head. One of the slowest up smashes in the game, startup and endlag wise but has extremely high base knockback making it almost guaranteed to KO opponents at low percents. Great arc range. ||{{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|10}} (late)
|[[Samus]]||Unleashes a front-to-back arc of five plasma blasts from her arm cannon above herself.
|-
|-
|{{SSB4|Jigglypuff}} ||Headbutts upward. Most effective if the foe is behind Jigglypuff. ||{{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|12}} (late)
|[[Sephiroth]]||Swings Masamune above himself in a front-to-back arc.
|-
|-
|{{SSB4|King Dedede}} ||Swings his hammer over his head. It has slow start-up lag and even worse ending lag with rather average damage output for an up smash. Relatively slow compared to his up tilt, but its horizontal coverage is very good, making it a useful counter to opponents approaching from the air. ||{{ChargedSmashDmgSSB4|14}} (hammer), {{ChargedSmashDmgSSB4|9}} (body)
|[[Sheik]]||Holds her hands upwards together, then fiercely swipes downwards and outwards with them.
|-
|-
|{{SSB4|Kirby}} ||Backflips while doing an upward kick, similar to Fox's up smash. Deals more damage if the opponent is closer to Kirby. Though not as fast as Fox's, the hitboxes linger for longer, and Kirby can also hit opponents behind him with the late hitbox, though its knockback then will be much less. In certain instances, Kirby can combo into this smash, usually from a down aerial or an up-tilt. ||{{ChargedSmashDmgSSB4|15}}/{{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|14}}/{{ChargedSmashDmgSSB4|12}} (mid) {{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|11}} (late)
|[[Shulk]]||Slams the Monado onto the ground pommel-first and then releases its light blade for a follow-up attack.
|-
|-
|{{SSB4|Link}} ||Slashes over his head three times. Third hit deals the most knockback. Has great KO potential at higher percentages. This smash can be tough to avoid, but it is also possible to strike at Link in-between his slashes. This move is completely incapable of hitting most ducking opponents. ||{{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|3}} (hit 2), {{ChargedSmashDmgSSB4|9}}-{{ChargedSmashDmgSSB4|11}} (hit 3)
|[[Simon]]||Cracks the Vampire Killer straight upwards for a very long-ranged attack.
|-
|-
|{{SSB4|Little Mac}} ||Performs a powerful uppercut which can KO extremely early if sweetspotted. The first frame of the attack has a powerful sweetspot that deals [[flame]] damage. Great for aerial protection or chasing down an opponent who bounces off the ground as they are almost guaranteed to be hit by the sweetspot of the move. ||{{ChargedSmashDmgSSB4|20}} (clean), {{ChargedSmashDmgSSB4|15}} (late)
|[[Snake]]||Slams a mortar onto the ground in front of himself and then fires a long-ranged upwards bomb from it.
|-
|-
|{{SSB4|Lucario}} ||Fires two bursts of aura upwards. When both hits connect, are sweetspotted, fully charged, and Lucario is at full power, it is one of the strongest up smashes in the game and the most damaging smashes in the game, dealing 42% damage. ||{{AuraDamageSSB4|4|c}} (hit 1), {{AuraDamageSSB4|14|c}} (clean sweetspot hit 2), {{AuraDamageSSB4|12|c}} (clean sourspot hit 2), {{AuraDamageSSB4|9|c}} (late hit 2)
|[[Sonic]]||Jumps up and turns into his ball form to strike multiple times.
|-
|-
|{{SSB4|Lucas}} ||Releases an eruption of PSI above him, with incredible power and distance. The strongest up smash in the game, but has immense startup and ending lag. However, its massive priority allows it to cancel many moves that would attempt to challenge it, even before the apex of the smash. ||{{ChargedSmashDmgSSB4|2}} (hit 1); {{ChargedSmashDmgSSB4|19}}, {{ChargedSmashDmgSSB4|18}}, {{ChargedSmashDmgSSB4|16}}, {{ChargedSmashDmgSSB4|14}}, or {{ChargedSmashDmgSSB4|12}} (clean to late hit 2)
|[[Sora]]||Thrusts his Keyblade upward, emitting a brief flash of light.
|-
|-
|{{SSB4|Lucina}} ||Identical to Marth's, though it lacks the tipper. To compensate, its general damage and knockback are increased. ||{{ChargedSmashDmgSSB4|3}} (sides), {{ChargedSmashDmgSSB4|14.25}} (blade), {{ChargedSmashDmgSSB4|17.25}} (center)
|[[Squirtle]]||Fires off a pair of watery geysers, covering its body.
|-
|-
|{{SSB4|Luigi}} ||Headbutts upward, similar to Mario's Up Smash, but it has higher knockback and sends foes on a more diagonal trajectory behind him. Can slide if Luigi dashes a few frames after charging it, which slides slower than Mario, but slides farther. Luigi's head is intangible while the hitboxes are out. ||{{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|12}} (late)
|[[Steve]]||Places a magma block above him, before destroying it with his pickaxe.
|-
|-
|{{SSB4|Mario}} ||Headbutts upward. Has fast start-up lag and its ending lag is rather low as well. It does have good base knockback and knockback scaling, but its KO power is rather average for an up-smash. One of Mario's many finishers. Mario's head is intangible while the hitboxes are out. ||{{ChargedSmashDmgSSB4|14}}
|[[Terry]]||Performs a crouching uppercut.
|-
|-
|{{SSB4|Marth}} ||Justice Sword: Stabs his sword upwards. The weak grounded hit can knock nearby opponents into the main attack. If hit with the tip, can KO opponents very early. ||{{ChargedSmashDmgSSB4|3}} (sides), {{ChargedSmashDmgSSB4|13}} (base), {{ChargedSmashDmgSSB4|17}} (tip)
|[[Toon Link]]||Jumps and swings his sword in a wide upwards arc.
|-
|-
|{{SSB4|Mega Man}} ||Spark Shock: Mega Man turns both of his hands into electrodes, creating a powerful multi-hitting surge of electricity above him. Based on Spark Man's weapon from ''Mega Man 3''.|| {{ChargedSmashDmgSSB4|2}} (hit 1), {{ChargedSmashDmgSSB4|1.5}} (hits 2-6), {{ChargedSmashDmgSSB4|6}} (hit 7)
|[[Villager]]||Crouches while detonating a fountain firework.
|-
|-
|{{SSB4|Meta Knight}} ||Slashes above himself three times. Like Link's up smash, but much faster, with less range, damage and knockback. ||{{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|4}} (hit 3)
|[[Wario]]||{{GameIcon|SSBB}} Inflates his head and spins around to strike upwards with it multiple times.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} He inflates his head and performs a headbutt.
|-
|-
|{{SSB4|Mewtwo}} ||Extends its arm upwards, and conjures swirling dark energy. Can fail to hit small foes, but the final hit deals the highest knockback any of Mewtwo's smash attacks have, good for trapping airborne foes. ||{{ChargedSmashDmgSSB4|1}} (hits 1-6), {{ChargedSmashDmgSSB4|10}} (hit 7)
|[[Wii Fit Trainer]]||Performs the tree yoga pose, striking upwards with a double spear hand.
|-
|-
|{{SSB4|Mii Brawler}} ||Performs a flip kick, similar to Fox's up smash. ||{{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|10}} (late)*
|[[Wolf]]||Swings his legs outwards around himself, then performs a jumping scissor kick for a second hit.
|-
|-
|{{SSB4|Mii Gunner}} ||Releases five bursts of fire in an arc above his/her head, similarly to Samus's up smash. Because of the Mii's height, it can trap opponents in the entire move much easier than Samus, who has trouble getting smaller characters in the blast. ||{{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2.5}} (hits 2-4), {{ChargedSmashDmgSSB4|6}} (hit 5)*
|[[Yoshi]]||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}} Headbutts upwards.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs a quick backflipping kick.
|-
|-
|{{SSB4|Mii Swordfighter}} ||Jumps and performs a series of three corkscrewing slashes over him/herself before touching the ground, launching the enemy on the last hit, similar to Pit's up smash. ||{{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|3}} (hits 2-3), {{ChargedSmashDmgSSB4|7}} (hit 4)*
|[[Young Link]]||Performs a three-hitting combo of spinning, arcing slashes with the Kokiri Sword.
|-
|-
|{{SSB4|Mr. Game & Watch}} ||Headbutts upward while wearing the scuba helmet. Mr. Game & Watch's head is intangible while the hitboxes are active. Originates from "Octopus". Due to Mr. Game & Watch's proportions, he can out-prioritize most attacks when the up-smash commences, so any wary opponent should attempt to either grab him or get out of the way.||{{ChargedSmashDmgSSB4|16}}
|[[Zelda]]||Waves her hand back and forth above herself while unleashing a stream of magic from it for several hits.
|-
|-
|{{SSB4|Ness}} ||Swings his yo-yo upward, doing the "around the world" trick. The yo-yo will hit first in front of Ness for 9%, then swing in a circle, doing 13% for the rest of the move. Decent range, but poor knockback overall. ||{{ChargedSmashDmgSSB4|9}}-{{ChargedSmashDmgSSB4|13}}
|[[Zero Suit Samus]]||Spins while twirling her plasma whip upwards in a tornado-like fashion.
|-
|{{SSB4|Olimar}} ||Commands a Pikmin to rocket upwards. The Pikmin has a disjointed hitbox that hits opponents in front of Olimar. ||R: {{ChargedSmashDmgSSB4|15.6}} (clean near), {{ChargedSmashDmgSSB4|12}} (clean far), {{ChargedSmashDmgSSB4|13.2}} (late)<br/>YB: {{ChargedSmashDmgSSB4|13}} (clean near), {{ChargedSmashDmgSSB4|10}} (clean far), {{ChargedSmashDmgSSB4|11}} (late)<br/>W: {{ChargedSmashDmgSSB4|10.4}} (clean near), {{ChargedSmashDmgSSB4|8}} (clean far), {{ChargedSmashDmgSSB4|8.8}} (late)<br/>P: {{ChargedSmashDmgSSB4|18.2}} (clean near), {{ChargedSmashDmgSSB4|14}} (clean far), {{ChargedSmashDmgSSB4|15.4}} (late)
|-
|{{SSB4|Pac-Man}} ||Shoots Inky, the blue ghost, straight upward with moderate knockback with high ending lag. ||{{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|14}} (hit 2 clean), {{ChargedSmashDmgSSB4|8}} (hit 2 late)
|-
|{{SSB4|Palutena}} ||Conjures a blue beam of light from the ground in front of her, firing it high up into the air. Comes out quickly and has good KO potential. Excellent for [[edgeguarding]]. Can be used in a conjunction with a down throw by reading opponent's air dodge. It has thin horizontal range and high ending lag. ||{{ChargedSmashDmgSSB4|16}} (bottom), {{ChargedSmashDmgSSB4|12}} (middle), {{ChargedSmashDmgSSB4|9}} (top)
|-
|{{SSB4|Peach}} ||Thrusts her arm up quickly, creating a ribbon twirl effect. Very powerful knockback when sweetspotted, but very weak when not sweetspotted. Peach's head and right arm are intangible while the hitboxes are out. ||Clean: {{ChargedSmashDmgSSB4|12}} (sides), {{ChargedSmashDmgSSB4|15}} (body), {{ChargedSmashDmgSSB4|17}} (hand)<br/>Late: {{ChargedSmashDmgSSB4|12}} (hand), {{ChargedSmashDmgSSB4|10}} (body)
|-
|{{SSB4|Pikachu}} ||A quick backflip while using its tail to attack. This move is slightly stronger when hit close during startup. ||{{ChargedSmashDmgSSB4|13}} (clean tail), {{ChargedSmashDmgSSB4|14}} (clean body), {{ChargedSmashDmgSSB4|11}} (mid), {{ChargedSmashDmgSSB4|7}} (late)
|-
|{{SSB4|Pit}} ||Slashes above him with both of his swords. Faster, but less knockback than something like Link's, and with more vertical range and less range horizontally. All the knockback is in the last slash; the other two have reverse knockback, sucking the opponent closer to set up for the final slash. If the player hits with only the first slash of this attack, it is actually a spike. However, this is extremely difficult to pull off. ||{{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|8}} (hit 3)
|-
|{{SSB4|R.O.B.}} ||Flips into a handstand and fires his burners upwards. Deceptive range and good knockback make it an excellent KO move against aerial opponents. ||{{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|14}} (hit 2 base), {{ChargedSmashDmgSSB4|13}} (hit 2 tip)
|-
|{{SSB4|Robin}} ||An upward thrust with his/her sword. A viable close range punish but suffers from long endlag. ||Bronze: {{ChargedSmashDmgSSB4|9}}<br/>Levin: {{ChargedSmashDmgSSB4|16}} (clean sword), {{ChargedSmashDmgSSB4|10}} (clean body), {{ChargedSmashDmgSSB4|5}} (late)
|-
|{{SSB4|Rosalina & Luma}} ||Quickly leans back and does an overhead swipe. Luma jumps up and does a headbutt. Both are fairly quick, but Luma's does very little damage. Has decent knockback and low ending lag. ||Rosalina: {{ChargedSmashDmgSSB4|12}}<br/>Luma: {{ChargedSmashDmgSSB4|6}} (clean), {{ChargedSmashDmgSSB4|5}} (late)
|-
|{{SSB4|Roy}} ||Flame Sword: Thrusts his sword skyward as it ignites in flames, forming an explosion on the final hit. ||{{ChargedSmashDmgSSB4|1}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hits 2-4), {{ChargedSmashDmgSSB4|10}} (hit 5)
|-
|{{SSB4|Ryu}} ||Performs a crouching uppercut, based off his crouching heavy punch in ''Street Fighter''. Slight endlag, and doesn't have much horizontal reach. A good finisher for his tap combos. ||{{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|13}} (late)
|-
|{{SSB4|Samus}} ||Cover Fire: Uses her arm cannon and fires five blasts above her head. Does a lot of damage if all hits connect. ||{{ChargedSmashDmgSSB4|3}} (hits 1-4), {{ChargedSmashDmgSSB4|6}} (hit 5)
|-
|{{SSB4|Sheik}} ||Raises her arms over her head and quickly brings them down to her sides. Her fingertips during the beginning of the move is the sweetspot and the downswing is the sourspot. ||{{ChargedSmashDmgSSB4|15}} (sweespot), {{ChargedSmashDmgSSB4|11}} (sourspot)
|-
|{{SSB4|Shulk}} ||Smashes the hilt of the Monado to the ground, causing the beam to strike and reveal itself upward. Like his forward smash, there are two hits to this move: The first being when Shulk slams the Monado down, and the second from the beam blade. The first hit has small horizontal range, but can easily connect to the second hit if it lands. ||{{ChargedSmashDmgSSB4|4.5}} (hit 1), {{ChargedSmashDmgSSB4|13.5}} (hit 2)
|-
|{{SSB4|Sonic}} ||Jumps and curls up into a spiky ball, hitting multiple times. Very tough to challenge this move, and is best avoided, as even slight proximity can drag opponents into the smash. ||{{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|1}} (hits 2-7), {{ChargedSmashDmgSSB4|3}} (hit 8)
|-
|{{SSB4|Toon Link}} ||Slashes above his head once with his sword. This move overall has good KO potential and one of Toon Link's finishers. ||{{ChargedSmashDmgSSB4|13}} (clean), {{ChargedSmashDmgSSB4|10}} (late)
|-
|{{SSB4|Villager}} ||Detonates a fountain firework, creating an explosion above himself. Has a fairly large hitbox and pulls opponents to the center of the blast. ||{{ChargedSmashDmgSSB4|3}} (hit 1 on grounded opponents), {{ChargedSmashDmgSSB4|1}} (hits 2-5), {{ChargedSmashDmgSSB4|4}} (hit 6)
|-
|{{SSB4|Wario}} ||Headbutts upward, hitting once similar to Mario's but is stronger and has a bit more ending lag. Launches opponents directly upwards. Wario's head is intangible while the hitboxes are out. ||{{ChargedSmashDmgSSB4|16}} (clean), {{ChargedSmashDmgSSB4|13}} (late)
|-
|{{SSB4|Wii Fit Trainer}} ||Does the Tree pose. Has no horizontal hitbox, but has good vertical range and gives the Trainer some invincibility frames during the move's startup. The sweetspot is located at the Trainer's fingertips. The Wii Fit Trainer is briefly invincible before ulneashing the attack. ||Clean: {{ChargedSmashDmgSSB4|18}} (hands), {{ChargedSmashDmgSSB4|15}} (body)<br/>Late: {{ChargedSmashDmgSSB4|11}} (hands), {{ChargedSmashDmgSSB4|8}} (body)
|-
|{{SSB4|Yoshi}} ||Performs a quick backflip kick. One of Yoshi's best finishing moves. Yoshi's attacking foot is intangible while the hitboxes are out. ||{{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|12}} (late)
|-
|{{SSB4|Zelda}} ||Waves her hand above her head with magical energy. Comes out quickly, pulls opponents in and has a lot of hits, not to mention dealing great damage and knockback. ||{{ChargedSmashDmgSSB4|2}} (hits 1-4), {{ChargedSmashDmgSSB4|0.8}} (hits 5-7), {{ChargedSmashDmgSSB4|5}} (hit 8)
|-
|{{SSB4|Zero Suit Samus}} ||Spins in place, extending the Plasma Whip up above her head in a swirl. Hits multiple times, has long vertical disjointed range and decent horizontal range, and fast startup. Only the tip of the plasma whip does knockback. ||{{ChargedSmashDmgSSB4|4}}, (hit 1), {{ChargedSmashDmgSSB4|0.8}} (hits 2-6), {{ChargedSmashDmgSSB4|3}} (hit 7)
|}
|}
<nowiki>*</nowiki> This assumes the Mii is default height and weight.


==Notable up smashes ==  
==Notable up smashes ==  
*{{SSBB|Peach}}'s up smash has the highest KO potential of all of Peach's attacks at 55%, if sweetspotted (Peach's body, as opposed to the arm) depending on the stage. Her up smash is the fifth strongest in the game.
*From ''Melee'' onwards, but not in ''Smash 4'', [[Ness]]'s up smash can hit opponents while charging as the yo-yo comes to rest on the stage in front of him. This is especially dangerous in ''Ultimate'', where the yo-yo can fall and hang off of ledges and hits multiple times (it cannot be charged off ledges in ''Melee'' or ''Brawl''), allowing it to lead into the attack proper. It is the only up smash to have a hitbox while charging. Its power does not increase in ''Melee'' or ''Brawl'' if charged but it does in later games. Ness's similarly-functioning [[down smash]] is the only down smash to have such a distinction, while [[Corrin]] possesses the only such [[forward smash]].
*{{SSBB|Olimar}}'s up smash when fully charged with purple Pikmin is the fourth strongest up smash in the game.  
*[[Ridley]] and [[Luma]] are the only characters with arcing up smashes which hit behind them, then in front; all other arcing up smashes sweep from front to back.
*[[Mr. Game & Watch]]'s up smash possesses surprising KO potential for its low startup lag. His up smash is the third strongest in the game.
*[[Bowser]]'s up smash has protection on his shell during his attack – in ''Melee'' it is [[intangible]], but from ''Brawl'' onwards it is fully [[invincible]] – which makes the attack dangerous to trade with, especially from above. In ''Ultimate'', further protection is granted by damage-based armor during the startup of the move.
*{{SSBB|Lucas}}'s up smash has a surprisingly far range above Lucas and its range is wide enough to hit two character lengths to the side of him. It is also the second strongest up smash in ''Brawl'' (losing to Ivysaur's up smash) and claimed by [[tips]] to be the strongest in ''Smash 4''
*{{SSBM|Roy}}’s up smash in ''Melee'' can [[spike]] when an airborne opponent is hit with the tip of the sword in its first few frames. The attack, however, is impractical for edgeguarding, as the spiking hitbox is small and has a short duration.
*{{SSBB|Ivysaur}}'s up smash can KO at 32% and is the strongest up smash in the game.
*[[Mr. Game & Watch]]'s up smash grants head invincibility while its hitbox is active (although in ''Smash 4'', it gains invincibility much sooner and in ''Ultimate'', Mr. Game & Watch's entire body is invincible). It has high startup lag but great KO power (especially in ''Brawl'') and extremely low ending lag, making it notoriously difficult and risky to intercept.
*[[Ness]]'s up smash in all games except ''SSB64'' and ''SSB4'' has unique properties (similar to his down smash) by which it can be charged. Rather than at the beginning of the attack, the smash attack is charged up in the middle of the attack, but only if Ness's Yo-yo comes to rest on a flat surface. Charging the smash does not increase damage or knockback, but opponents can be damaged by the yoyo while it is charging.
*[[Snake]]'s up smash has several unique properties. For one, the charging interval begins after Snake slams the mortar down in front of himself, making it the only smash attack to have a hitbox before it starts charging. Alongside [[Olimar]]'s, it is the only up smash to be a [[projectile]]. Charging the attack also does not affect the damage or knockback of the projectile, but instead greatly increases the velocity at which it is launched, and thus the height it reaches. The attack is also notable in ''Brawl'' for enabling the furthest-traveling [[DACUS]] in the game.
*[[Roy]]: Similar to Marth's, but has a fire effect. Can [[spike]] if enemy is hit on the sword's tip during the start of the attack.
*[[Inkling]]'s up smash covers opponents in {{b|ink|status}}.
*[[Pit]], [[Zelda]], and [[Sonic]]: The only three up smashes in the entire series to [[Meteor Smash]], though as mentioned above Roy's is a spike.
*[[King K. Rool]]'s up smash, after his initial hop, protects him for a handful of frames with his characteristic [[Belly Super Armor]]. It also has a small hitbox as he begins to fall which [[spike]]s, which makes it one of only two up smash attacks to spike – the others being a sourspot on [[Roy]]'s up smash in ''Melee''.
*{{SSBM|Dr. Mario}}'s up smash is the only move in his arsenal that is weaker in knockback than {{SSBM|Mario}}'s
*Throughout the series, but especially in ''Melee'', [[Fox]]'s up smash has been considered especially effective due to its near-instant startup and relatively high knockback.
*[[Ganondorf]]'s up smash is the most damaging up smash in ''Melee'' if it is fully charged and both kicks hit. His up smash has been [[nerfed]] in ''Brawl'', as it doesn't deal the most damage of all up smashes and only deals one kick.
**{{SSBM|Fox}}'s up smash in ''Melee'' is known as the best grounded KO move in the game, due to high power and extremely fast startup; the hitbox comes out on frame 7, making Fox's up smash as fast as his grab.
*Charging {{SSBB|Snake}}'s up smash does not increase damage or knockback; instead, it increases vertical reach. Snake's up smash is also the furthest reaching [[DACUS]], sliding 3/4 the length of {{SSBB|Final Destination}}.
*{{SSBB|Olimar}}'s up smash in ''Brawl'' is often considered to be the best smash attack in the game, due to its fast startup, large disjointed range, long-lasting hitbox, and high power: a Purple Pikmin up smash is capable of KOing the entire cast at under 100 percent on most stages.
*{{SSB4|Palutena}}'s up smash has the most vertical reach of any non-projectile up smash.
*[[Lucas]]' up smash is the only attack in the series to grant both [[invincibility]] and [[intangibility]]. Coupled with its power, this makes it a dangerous attack to directly challenge.
*{{SSB4|Lucario}}'s up smash in ''Smash 4'' is one of the strongest up smash and most damaging smashes in the game, doing 42% when sweetspotted and fully charged when Lucario is at full power.
*In ''Smash 4'', {{SSB4|Mario}}'s up smash is considered the best in the game due to its power, range, speed, and the intangibility it grants on his head.
*Also in ''Smash 4'', {{SSB4|Ganondorf}}'s up smash, despite his bottom [[tier]] placement, is usually ranked among the best in the game as well. Despite its enormous power, it has deceptively low [[ending lag]], making it very difficult and dangerous to [[punish]].
*[[Palutena]]'s up smash is notable for having the highest vertical range of any non-projectile attack in the series. In ''Ultimate'', it is notorious for its long duration being able to punish dodges, landings, sidesteps, and edge options with excellent power.
*In ''Ultimate'', [[Zero Suit Samus]]'s up smash is a reliable combo starter at low to mid percents, leading into all of her aerials except down air, while still possessing respectable kill power at high percents. This combined with the move's long vertical range, long-lasting hitbox, and rather low endlag makes it commonly considered among the best up smashes in the game.
*[[Wii Fit Trainer]]'s up smash is among the most powerful in both ''Smash 4'' and ''Ultimate'' when [[Deep Breathing]] is active, has several frames of full body [[intangibility]] during startup, and, after ''Ultimate'''s update {{SSBU|8.0.0}}, comes out extremely quickly relative to its strength.
*[[Min Min]]'s up smash is the only one able to reflect projectiles, and one of only four non-[[special move]]s with this property (along with Ness and Lucas's [[forward smash]]es and Kazuya's [[Left Splits Kick]]).


==Gallery==  
==Gallery==  
<gallery>File:Falcon-usmash.jpg|The first hit of Captain Falcon's up smash in ''Melee''.
<gallery>
File:Mario Up Smash SSBM.gif|[[Mario]]'s up smash in ''Melee''.
File:Falcon-usmash.jpg|The second hit of Captain Falcon's up smash in ''Melee''.
File:UpSmash.jpg|Ganondorf's up smash in ''Brawl''. Note how, since he is no longer a clone of Captain Falcon, it is one single, slow kick instead of two rapid ones.
File:UpSmash.jpg|Ganondorf's up smash in ''Brawl''. Note how, since he is no longer a clone of Captain Falcon, it is one single, slow kick instead of two rapid ones.
File:Link Up Smash.png|Link's up smash in ''Brawl''.
File:Link Up Smash.png|Link's up smash in ''Brawl''.
File:Kirby Up smash SSB.png|Kirby's up smash in ''SSB''.
File:Lucario up smash.JPG|Lucario's up smash in ''SSB4''.
</gallery>
</gallery>
==See also==
==See also==
*[[Forward smash]]
*[[Forward smash]]
*[[Down smash]]
*[[Down smash]]
*[[Up smash/Knockback chart]]


{{Attacks}}
{{Attacks}}


[[Category:Game Controls]]
[[Category:Game controls]]
[[Category:Up smashes|*]]
[[Category:Smash attacks]]
[[es:Ataque Smash hacia arriba]]
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