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[[Image:Whip.jpg|150px|thumb|Some Up Special Moves are [[Tether Recovery|Tether Recoveries.]]]]The '''Up Special Move''', (commonly referred to as '''Up B''' in iterations prior to ''[[Super Smash Bros. Brawl]]'') is a [[Special Move]] performed by pressing the Special Move button while holding the Control Stick upwards.
 
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<nowiki> </nowiki>'''Up Special '''(commonly referred to as '''Up B''' in iterations prior to ''[[Super Smash Bros. Brawl]]'') is a [[Special Move]] performed by pressing the Special Move button while holding the Control Stick upwards.
   
Up Special Moves are usually working as a [[character]]'s third jump or Tether Recovery (only in ''Brawl'') used to recover from off-stage; the Up Special will often put the character into [[helpless]] mode. The only exceptions are [[Yoshi]] and [[Jigglypuff]], neither of whose Up Specials act as jumps (with the exception of Yoshi's in ''Brawl''). It should be noted that in ''Brawl'', when an Up Special is used on the ground, it provides a greater vertical movement than when used in the air; an example is [[Samus]]'s [[Screw Attack (move)|Screw Attack]]. Moreover, for Tether Recoveries used before the [[midair jump]] is used, the character will also gain a greater vertical distance to make up for the jump not used.
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Up Special Moves are usually working as a [[character]]'s third jump or Tether Recovery (only in ''Brawl'') used to recover from off-stage; the Up Special will often put the character into [[helpless]] mode. The only exceptions are [[Yoshi]] and [[Jigglypuff]], neither of whose Up Specials act as jumps (with the exception of Yoshi's since ''Brawl''). It should be noted that in ''Brawl'', when an Up Special is used on the ground, it provides a greater vertical movement than when used in the air; an example is [[Samus]]'s [[Screw Attack (move)|Screw Attack]]. Moreover, for Tether Recoveries used before the [[midair jump]] is used, the character will also gain a greater vertical distance to make up for the jump not used.
   
 
==List of Up Special Moves==
 
==List of Up Special Moves==
 
<div style="clear:right;">
 
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{| class="wikitable"
 
{| class="wikitable"
! Character !! Move !! Description
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! Character !! Move !! Description !! Image
 
|-
 
|-
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| [[Banjo|Banjo & Kazooie]]
| [[Bowser]] || [[Whirling Fortress]] || Retracts into his shell and quickly spins horizontally. Has fairly high damage and [[knockback]], and quite a bit of horizontal distance. Very useful Out of Shield move.
 
  +
| [[Shock Spring Jump]]
  +
| A Shock Spring Pad appears under Banjo which he uses to jump up.
  +
| [[File:Shock Spring Jump.png|250px]]
 
|-
 
|-
  +
| [[Bayonetta]] || [[Witch Twist]] || Flies upward and spins around as magic swirls around her. Great combo move. || [[File:Witch_Twist.png|250px]]
| [[Bowser Jr.]] || [[Eject]] || Ejects himself from the Clown Car and rockets upwards. Upon hitting the ground, a new Clown Car will instantly re-form around Bowser Jr.
 
 
|-
 
|-
  +
| [[Bowser]] || [[Whirling Fortress]] || Retracts into his shell and quickly spins horizontally. Has fairly high damage and [[knockback]], and quite a bit of horizontal distance. Very useful Out of Shield move. || [[File:Whirling_Fortress_SSBWU.jpg|250px]]
| [[Captain Falcon]] || [[Falcon Dive]] || He is given a quick boost upwards and forwards, and anything within his target area is pulled to him, given a blast of fiery energy, and launched away. If it connects, it sends Falcon backwards, but also removes the helplessness state, allowing him to perform the move again. This move acts as a [[grab]], so it can hit enemies that are shielding. The range at which the enemy is latched on to Captain Falcon is much greater in ''[[SSB]]'' than in ''[[SSBM]]'' or ''[[SSBB]]''. Very useful end of combo move in ''SSB'' (such as after Up Aerials) and moderately useful Out of Shield move.
 
 
|-
 
|-
  +
| [[Bowser Jr.]] || [[Abandon Ship]] || Ejects himself from the Clown Car and rockets upwards. Upon hitting the ground, a new Clown Car will instantly re-form around Bowser Jr. If an opponent is hit, the Clown Car will explode. || [[File:Abandon_Ship_SSBWU.jpg|250px]]
| [[Captain Olimar]] || [[Pikmin Chain]] (''SSBB'')<br />[[Winged Pikmin]] (''SSBWU/3DS'') ||
 
*[[Pikmin Chain]]: The Pikmin currently following Olimar form into a chain that Olimar uses to latch onto a ledge, performing a [[Tether Recovery]]. The number of Pikmin following Olimar at the time drastically effects the distance this move can cover. Can be stopped by a player grabbing the ledge, therefore making Olimar unable to grab the ledge with this move. Moderately useful combo move.
 
*[[Winged Pikmin]]: Two Winged Pikmin appear and they carry Olimar and other Pikmin upward, depending on the number of Pikmin Olimar is carrying, the Winged Pikmin will carry Olimar with less distance.
 
 
|-
 
|-
  +
| [[Captain Falcon]] || [[Falcon Dive]] || Leaps into the air and grabs any opponent who makes contact with his body, and proceeds to launch off them with a fiery explosion. Successful contact will allow Captain Falcon to perform the move again || [[File:Falcon_Dive_SSBWU.png|250px]]
| [[Dark Pit]] || [[Power of Flight]] || With the Power of Flight, Dark Pit can fly in a straight line in any direction. He can go a large distance with this.
 
 
|-
 
|-
  +
| [[Charizard]] || [[Fly]] || Flies up for a short distance encased in flames. Has little to no horizontal recovery. || [[File:Fly_SSBWU.jpeg|250px]]
| [[Diddy Kong]] || [[Rocketbarrel Boost]] || This move can be charged, but holding it too long will cause it to come off and land on the stage. If Diddy gets hit while using this move, the barrel can possibly fly off and hit any enemies in the way. He takes 5% damage when using this move under a floor. Spikes opponents.
 
 
|-
 
|-
  +
| [[Cloud Strife]] || [[Climhazzard]] || Does an upward slash with the Buster Sword. If the button is pressed again, he will slam it downward. Height is increased with fully charged [[Limit Charge|Limit]]. || [[File:Climhazzard.jpg|250px]]
| [[Donkey Kong]] || [[Spinning Kong]] || Donkey Kong extends both of his arms out, hands balled into fists, and spins quickly horizontally. Like Bowser's Whirling Fortress, this attack has very good horizontal recovery, decent damage and knockback, and some poor vertical recovery distance. It is worth noting that the most damaging and highest priority [[hitbox]]es are in D.K.'s fists, making his legs vulnerable to projectiles while he is recovering. Has [[Invincibility frame]]s at the beginning in SSB, useful gimp move in SSB, high power kill move in Melee, approach move in Brawl.
 
 
|-
 
|-
  +
| [[Corrin]] || [[Draconic Ascent]] || Sprouts dragon wings and soars upward in a blast of water. Has little to no horizontal recovery. || [[File:Draconic_Ascent.png|250px]]
| [[Dr. Mario]] || [[Super Jump Punch]] || Functionally identical to Mario's. The only difference is that Dr. Mario's punch hits hard, where as Mario's is more of a spring punch. Can be canceled, though nearly impossible. This is called Coin Canceling or Up B canceling.
 
 
|-
 
|-
| [[Duck Hunt]] || [[Duck Carry]] || The duck grabs the dog by the tail and carries him upward for a short distance. The direction they go in can be influenced by the control stick.
+
| [[Dark Pit]] || [[Power of Flight]] || Propels himself in a straight line in any direction, gaining a lot of distance. Can also be angled. || [[File:Dark_Pit_Power_of_Flight_SSBWU.jpeg|250px]]
 
|-
 
|-
  +
| [[Diddy Kong]] || [[Rocketbarrel Boost]] || Flies upward and to the sides with the [[Rocketbarrel Pack]]. This move can be charged, but holding it too long will cause it to come off and land on the stage. If Diddy gets hit while using this move, the barrel can possibly fly off and hit any enemies in the way. He takes 5% damage when hitting a floor. Spikes opponents. || [[File:Barrel4.png|250px]]
| [[Falco]] || [[Fire Bird]] || Falco stops in midair with flames gathering around him, then erupts like a rocket, flying quickly in one direction. This direction is chosen by moving the joystick in any direction during the point where flames are gathering. While flying through the air, the Fire Bird deals decent damage and knockback to any who are caught in the trajectory. Is technically a kill move in melee as it can be comboed into by shine
 
 
|-
 
|-
  +
| [[Donkey Kong]] || [[Spinning Kong]] || Extends both of his arms out, hands balled into fists, and spins quickly. Gains more horizontal distance than vertical. || [[File:Spinning_kong_ssb4.jpg|250px]]
| [[Fox]] || [[Fire Fox]] || Behaves similarly to Falco's Fire Bird, except for a few small changes: The Firefox deals slight damage to any enemy who comes into contact with Fox while he is still gathering flames (except in [[SSB]]), and the distance traveled is significantly longer.
 
 
|-
 
|-
  +
| [[Dr. Mario]] || [[Super Jump Punch]] || Does a diagonal punch upwards that hits hard once. Unlike Mario's, it gains less vertical recovery, but does more damage with more knockback. || [[File:Dr.Mario4.jpg|250px]]
| [[Ganondorf]] || [[Dark Dive]] || Behaves almost identically to the Falcon Dive, except in Melee it charges the enemy full of dark electricity rather than fire, and deals much higher damage and knockback (it is also considerably slower). In Brawl it can grab edge-hoggers and has poorer damage and knockback than Falcon Dive and also does an uppercut if it doesn't hit anyone (The uppercut will hit someone far away, but not grab them).
 
 
|-
 
|-
  +
| [[Duck Hunt]] || [[Duck Jump]] || The duck grabs the dog by the tail and carries him upward for a short distance. The direction they go in can be influenced by the control stick. This move cannot be cancelled. || [[File:Duck_Jump_SSBWU.jpg|250px]]
| [[Greninja]] || [[Hydro Pump (Greninja)|Hydro Pump]] || Greninja blasts upwards with a spout of water, but must travel in two directions.
 
 
|-
 
|-
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| [[Falco]] || [[Fire Bird]] || Gathers flames around him, then erupts like a rocket, flying quickly in one direction of choice. Hits multiple times but goes a shorter distance than Fire Fox. || [[File:Fire_Bird_SSBWU.jpeg|250px]]
| [[Ice Climbers]] || [[Belay]] || This attack sends one of the Ice Climbers far into the air, with a cord attached to the other one, which pulls it up afterwards. This attack has the highest vertical recovery range of any Up B move in SSBM, but it can only be performed if both Ice Climbers are together. If they are separated or one is defeated, this move will do nothing but enter the Ice Climber into helpless mode. However, in Brawl, if used by a lone Ice Climber it will rise very slightly much like [[Yoshi]]'s [[Egg Throw]] if Yoshi tries to recover with this move.
 
 
|-
 
|-
  +
| [[Fox]] || [[Fire Fox]] || Gathers flames around him, then erupts like a rocket, flying quickly in one direction of choice. Hits the opponent once. Gets more vertical recovery than Fire Bird || [[File:Fire_Fox_SSBWU.jpg|250px]]
| [[Ike]] || [[Aether]] || Ike throws his sword in the air, then jumps up, catches it, and falls back to earth. The move cannot be interrupted while Ike and his sword are separated, and Ike will be temporarily immune to flinching.
 
 
|-
 
|-
  +
| [[Ganondorf]] || [[Dark Dive]] || Leaps into the air and grabs any opponent who makes contact with his body, shocks them with electricity, and launches off them Successful contact will allow Ganondorf to perform the move again. Uppercut does some dark energy-based damage if grab does not connect since ''Brawl''. Bad for both vertical and horizontal/ || [[File:Dark_Dive_SSBWU.jpeg|250px]]
| [[Jigglypuff]] || [[Sing]] || Pink waves and musical notes radiate out from Jigglypuff. Any non-airborne enemy caught within these waves will be put to sleep for a short period of time. Like a grab, wiggling the joystick can cause the character to escape the sleep more quickly, but higher damage forces the opponent into sleep for longer. Most of the time, if the character is hit by the start of the attack and the player wiggles their joystick rapidly, the sleep will wear off before Jigglypuff has even finished its Sing attack. Hitting the character or nudging them off the edge will cause them to wake up. This is not a recovery move, does not at all aid in recovery, and does not put Jigglypuff into a state of helplessness. Interestingly, in Melee, although this move deals no damage, it can still break targets in Target Test mode (If used before one does anything else, it will hit the two targets next to Jigglypuff (''Melee'' target test). Considered the 3rd worst move in SSB (the 2 worst are considered to be DK's [[Dash Attack]] and Samus's [[Up Tilt]] respectably)
 
 
|-
 
|-
  +
| [[Greninja]] || [[Hydro Pump]] || Blasts upwards with a spout of water, and can travel in two directions, similar to Pikachu's Quick Attack. Can push opponents (like [[F.L.U.D.D.|F.L.U.D.D]]) if angled correctly. || [[File:Aqua_Jet.gif|250px]]
| [[King Dedede]] || [[Super Dedede Jump]] || One of his major attacks from the series, King Dedede takes a great leap into the air and lands with tremendous force. however, when he lands, he is left vulnerable to attack. In addition, one can cancel the jump by tapping down on the controller. However, if one does this right when he's about to land or hits a ceiling in the middle of the jump, it will leave King Dedede vulnerable for even longer. Direction can be changed by holding the control stick before Dedede jumps. If the Control stick is not touched before the move, Dedede will shoot straight up and plummet down. Cannot grab ledges during the jump unless it's canceled and he can't grab it immediately after cancel it.
 
 
|-
 
|-
  +
| [[Ice Climbers]] || [[Belay]] || Sends one of the Ice Climbers far into the air, with a cord attached to the other one, which pulls it up afterwards. Can work as a tether. If Popo is alone, he only does a very short hop. || [[File:Belay_tether.png|250px]]
| [[Kirby]] || [[Final Cutter]] || Kirby extends a blade and launches straight up into the air, then proceeds to fall at a very fast speed (this attack does not normally cause helplessness. If Kirby uses it in midair and does not land on a platform or edge, he will unavoidably fall to his death. Also, when Kirby lands, if the platform he lands on disappears, such as in the [[Pictochat]] stage, he will become helpless). While moving up and down, Kirby can catch enemies with the extended blade. When Kirby hits the ground, it shoots a wave forward along the ground, also dealing damage. Is moderately useful for [[Spam|spamming]]. Spikes in SSB.
 
 
|-
 
|-
  +
| [[Ike]] || [[Aether]] || Throws his sword in the air, then jumps up, catches it, and falls back to earth. The move cannot be interrupted while Ike and his sword are separated, and Ike will be temporarily immune to flinching. Like Kirby, if it is used mid-air and Ike does not grab the ledge of the field, he will unavoidably fall to his death. || [[File:IkeWiiU4.jpg|250px]]
| [[Link]] || [[Spin Attack]] || Link extends his sword horizontally and spins, shooting slashing energy slightly beyond the length of the blade. Midair it gains vertical distance and a fair amount of horizontal distance. On air, any enemy caught deep inside the spin will be hit several times. Enemies caught at the outside of the spin will be hit with a fairly sizable knockback. In Brawl, when on the ground, he can charge this move. In the air, this move also reflects some projectiles. Is one of the most powerful semi-spikes in melee if the tip of the blade is hit with, low power in SSB, considered to be the worst recovery of any character in SSB and overall possibly the worst recovery move in any game. Moderate power in Brawl.
 
 
|-
 
|-
| [[Little Mac]] || [[Rising Uppercut]] || Little Mac spins upward, dealing a flurry of punches. Anyone caught in it will suffer a lot of damage, but it gains little vertical height, making it a terrible recovery.
+
| [[Jigglypuff]] || [[Sing]] || Radiates pink waves and musical notes from its body. Any non-airborne enemy caught within these waves will be put to sleep for a short period of time. Can not be used for recovery. || [[File:Jigg1.jpg|250px]]
 
|-
 
|-
  +
| [[King Dedede]] || [[Super Dedede Jump]] || Takes a great leap into the air and lands with tremendous force. Has Super Armor frames until the apex of the jump. Can be cancelled. || [[File:Super_Dedede_Jump_SSBWU.jpg|250px]]
| [[Lucas]] || [[PK Thunder]] || Shoots a bolt out of Lucas's head. This bolt has a round head and a long, wispy tail, and is composed of electricity. While it is in the air, the bolt can be controlled by moving the control stick (Lucas will remain stationary, or fall if he is in midair). Running the head into an opponent will cause damage. Slight damage can also be caused by hitting an opponent with the tail of the attack. The bolt will not disappear after hitting an opponent, regardless of which portion of it makes contact. If the PK Thunder is steered into Lucas himself, it launches him in the opposite direction from the one he was hit at. While being launched, Lucas is invulnerable for a large period of time and can cause significant damage and knockback to anyone hit by his body. Even if this attack is not used to launch Lucas, it will cause helplessness when used in midair. Is a moderately good move to edgeguard with.
 
 
|-
 
|-
  +
| [[Kirby]] || [[Final Cutter]] || Extends a blade and launches straight up into the air, then proceeds to fall at a very fast speed, launching an energy wave upon hitting the ground. || [[File:Kirby SSB4 (3).jpg|250px]]
| [[Lucario]] || [[ExtremeSpeed]] || Pauses very briefly then moves very quickly. While moving, Lucario can change its angle up to 90 degrees. Afterwards, if it touches a wall, it can wall cling. Deals no damage. Can be canceled on the ground to allow Lucario to attack out of it.
 
 
|-
 
|-
  +
| [[Link]] || [[Spin Attack]] || Spins around in place with sword extended. Knocks opponents away when grounded. || [[File:Link_SSB4_(11).jpg|250px]]
| [[Luigi]] || [[Super Jump Punch]] || Luigi's Super Jump Punch differs from Mario's and Dr. Mario's in that it does not send Luigi forward at all except in SSB (making it much worse for horizontal recovery). Additionally, if the enemy is far inside the hitbox, rather than racking up multiple coins, it performs a "Fire Jump Punch", with a heavy damage sound (like a fully charged Home Run Bat or Jigglypuff's Rest attack), dealing a much higher percent and knockback. The hit at the outside of the hitbox only deals 1% and makes one coin, and has no knockback at all. Luigi's finishing move in SSB.
 
 
|-
 
|-
  +
| [[Little Mac]] || [[Rising Uppercut]] || Spins upward, dealing a flurry of punches. Anyone caught in it will suffer a lot of damage, but it gains little vertical height. || [[File:LittleMacRisingUppercut.jpg|250px]]
| [[Mario]] || [[Super Jump Punch]] || Sends Mario upwards and slightly forwards. Any enemy hit while performing this attack will be pulled upwards with Mario, and coins will fly out. If they are very close when it is used, this can hit several times for multiple coins and a higher % damage. If they are at the edge of the hitbox, it will only hit for 1 or 2 percent (and coins).
 
 
|-
 
|-
  +
| [[Lucas]] || [[PK Thunder]] || Shoots a bolt out of his head. While it is in the air, the bolt can be controlled by moving the control stick. Running the head into an opponent will cause damage. If the PK Thunder is steered into Lucas himself, it launches him in the opposite direction from the one he was hit at. While being launched, Lucas is invulnerable for a large period of time and can cause significant damage and knockback to anyone hit by his body. Is a multi-hit, and goes farther than Ness's PK Thunder. || [[File:Luc2.jpg|250px]]
| [[Marth]] || [[Dolphin Slash]] || Marth flies quickly upwards, blade extended vertically. Provides decent vertical recovery, but very little horizontal recovery (a bit more horizontal recovery in Brawl). It's also a good KO move if hit during the beginning. Can be reversed (called simply a Reverse Dolphin Slash) which has interestingly enough higher knockback
 
 
|-
 
|-
  +
| [[Lucario]] || [[Extreme Speed]] || Pauses very briefly then moves very quickly. Distance is dependent by his Aura. || [[File:Extreme_Speed_SSBWU.jpg|250px]]
| [[Mega Man]] || [[Rush Coil]]<br>[[Beat]]||
 
*Rush Coil: Mega Man calls Rush who appears underneath him, propelling him upward, much like Sonic's Spring Jump. If used on the ground, Rush will stay for a few seconds, allowing others to jump on him.
 
*Beat: Mega Man calls Beat who carries Mega Man upward for a short period of time.
 
 
|-
 
|-
  +
|[[Lucina]]
| [[Meta Knight]] || [[Shuttle Loop]] || Leaps into the air with sword drawn, and then backflips 270 degrees. Meta Knight automatically glides after this move (if he stops the glide he becomes [[helpless]]). It can be used as an offensive move if hit just after he starts to use it. One of Meta Knight's best ground killing moves.
 
  +
|[[Dolphin Slash]]
  +
|Does a quick upward slash. Similar to Marth's, but deals equal damage across entire attack.
  +
|[[File:Lucina Dolphin Slash.png|centre|thumb|254x254px]]
 
|-
 
|-
  +
| [[Luigi |Luigi]] || [[Super Jump Punch]] || Does a vertical punch upwards. If used far from the opponent, 1% damage will be inflicted with no flinching. If used up close, the attack transforms into the '''Fire Jump Punch''', dealing high vertical knockback and fiery damage || [[File:Luigi_Super_Jump_Punch_SSBWU.jpeg|250px]]
| [[Mewtwo]] || [[Teleport]] || Mewtwo vanishes and appears a fair distance away in any direction. Does not cause any damage. Overall possibly the best recovery in melee due to its low cool-down time, speed, and distance.
 
 
|-
 
|-
  +
| [[Mario]] || [[Super Jump Punch]] || Does a diagonal punch upwards and hits the opponent multiple times, knocking out coins in the process. If they are at the edge of the hitbox, it will only hit for 1 or 2 percent (and coins). || [[File:Super_Jump_Punch_SSBWU.jpg|250px]]
| [[Mii Fighter]] || Varies || Each version of the Mii Fighter has three different Up Special Moves.
 
*Mii Brawler:
 
**[[Soaring Axe Kick]]: The Mii Brawler flies upwards with his leg outstretched.
 
 
|-
 
|-
  +
| [[Marth]] || [[Dolphin Slash]] || Does a quick upward slash. Provides decent vertical recovery, but very little horizontal recovery. Better kil move if used at the tip of his sword. || [[File:Marth SSB4 (7).jpg|250px]]
| [[Mr. Game & Watch]] || [[Fire]] || Launches quickly upwards, propelled by a temporary team of ''Game & Watch'' characters with a fireman's trampoline. High vertical distance but minimal horizontal distance. Can be useful for very quickly hitting an enemy far above Mr. G&W. Adjusted in Brawl to include parachute at the end of the propulsion by the Firemen making it easy to get additional horizontal distance while in Melee he becomes [[helpless]] after using it. Causes a powerful gust of wind at the beginning of the move in brawl.
 
 
|-
 
|-
  +
| [[Mega Man]] || [[Rush Coil]] || Calls Rush who appears underneath him, propelling him upward, much like Sonic's Spring Jump. If used on the ground, Rush will stay for a few seconds, allowing others to jump on him. || [[File:Screen-5.jpg|250px]]
| [[Ness]] || [[PK Thunder]] || Shoots a bolt out of Ness' head. This bolt has a round head and a long, wispy tail, and is composed of electricity. While it is in the air, the bolt can be controlled by moving the joystick (Ness will remain stationary, or fall if he is in midair). Running the head into an opponent will cause damage, but it will cause the attack to disappear. Slight damage can also be caused by hitting an opponent with the tail of the attack, and this will not cause the attack to disappear. If the PK Thunder is steered into Ness himself, it launches him in the opposite direction from the one he was hit at. While being launched, Ness is invulnerable for a large period of time and can cause significant damage and knockback to anyone hit by his body. Even if this attack is not used to launch Ness, it will cause helplessness when used in midair.
 
 
|-
 
|-
  +
| [[Meta Knight]] || [[Shuttle Loop]] || Leaps into the air with sword drawn, and then backflips 270 degrees. Meta Knight automatically glides after this move (if he stops the glide he becomes [[helpless]]). It can be used as an offensive move if hit just after he starts to use it. But the glide was taken away in ''3DS/Wii U, ''and never did reappear. || [[File:ZlCfzSTaF1QPQF0_8A.jpg|250px]]
|[[Pac-Man]] || [[Pac-Jump]] || Uses a Trampoline to jump upward in his classic form, Pac-Man will gain height for each jump. It changes color after each use, it will go from blue, to yellow,to orange, and finally to red. Other characters can jmp on it, if a character jumps on the red trampoline, it will cut out and the character will be in his [[Helpless]] state.
 
 
|-
 
|-
  +
| [[Mewtwo]] || [[Teleport]] || Vanishes and appears a fair distance away in any direction. Does not cause any damage. || [[File:Teleport_SSBWU.png|250px]]
| [[Palutena]] || [[Warp]]<br />[[Rocket Jump]]<br />[[Jump Glide]] ||
 
*Warp: Palutena disappears in a flash of smoke and reappears somewhere else. similar to [[Sheik]]'s [[Vanish]], [[Zelda]]'s [[Farore's Wind]], and [[Greninja]]'s [[Shadow Sneak]]
 
*Rocket Jump: Palutena rockets upward with an explosion, damaging anyone in its radius.
 
*Jump Glide: Palutena jumps a small distance and can glide freely for an amount of time.
 
 
|-
 
|-
  +
| [[Mii Brawler]]
| [[Peach]] || [[Parasol]] || Peach pulls out an umbrella and opens it, greatly reducing her fall speed and increasing her horizontal recovery range. As she is pulling it out, she is given a slight vertical boost. The parasol stays extended, reducing fall speed until Peach either hits the ground or presses down on the controller. Pressing down will cause Peach to go into helplessness and fastfall, but uniquely, pressing up in this state will resume the Parasol attack. Additionally, the top of the Parasol deals slight damage and upwards knockback, allowing skilled players to juggle several hits of this, especially against low % and fastfalling characters (much more useful in melee). It is possible to continuously do this vs an edgeguarding opponent with a bad vertical recovery to gimp them (called an umbrella gimp).
 
  +
||
  +
*[[Soaring Axe Kick]]
  +
*[[Piston Punch]]
  +
*[[Helicopter Kick]]
  +
||
  +
*Soaring Axe Kick: Flies upwards with their leg outstretched, then falls downward quickly. A powerful attack move, but a bad recovery.
  +
*Piston Punch: Punches multiple times upwards. Can move slightly to the side during the move.
  +
*Helicopter Kick: Repeatedly kicks while rising. Can be angled.
  +
||
  +
[[File:Soaring_Axe_Kick.jpg|250px]][[File:Piston_Punch.png|250px]][[File:Helicopter_Kick.jpg|250px]]
 
|-
 
|-
  +
| [[Mii Gunner]]
| [[Pichu]] || [[Agility]] || Pichu performs a quick teleport-like action in any direction. Inputting another direction during this first teleport allows Pichu to immediately perform a second teleport upon finishing the first. Pichu will also be dealt 1% damage for the first teleport then 3% for the second. If the control stick is released during the second teleport, it will get slightly more distance. It moves more smoothly than Pikachu's Quick Attack. This move does no damage.
 
  +
||
  +
*[[Lunar Launch]]
  +
*[[Cannon Uppercut]]
  +
*[[Arm Rocket]]
  +
||
  +
*Lunar Launch: Fires a shot directly downward, using the recoil to blast upward.
  +
*Cannon Uppercut: Blasts off with arm cannon and uppercuts with the other arm.
  +
*Arm Rocket: Flies upward with arm cannon. Does not deal damage.
  +
||
  +
[[File:Lunar Launch-0.jpg|left|thumb]][[File:Cannon_Uppercut_SSBWU.jpg|150px]][[File:Arm_Rocket_SSBWU.jpg|150px]]
 
|-
 
|-
  +
| [[Mii Swordfighter]]
| [[Pikachu]] || [[Quick Attack]] || Behaves like Pichu's Agility, except does not deal damage to Pikachu and any enemy caught at the mid or end point of these teleportations will be dealt slight damage (in SSB, it does no damage). can [[QAC]] in brawl. Widely considered to be the best recovery in the original SSB (it remains one of the overall top recoveries of any Smash Bros. game due to its multiple invincibility frames and range).
 
  +
||
  +
*[[Stone Scabbard]]
  +
*[[Skyward Slash Dash]]
  +
*[[Hero's Spin]]
  +
||
  +
*Stone Scabbard: Leaps upward and does a diving stab.
  +
*Skyward Slash Dash: Travels in a direction while performing a series of slashes.
  +
*Hero's Spin: Spins around with sword extended, and can travel upward.
  +
||
  +
[[File:Rocket_Stab.jpg|250px]][[File:Skyward_Slash_Dash_SSBWU.jpg|250px]][[File:Hero's_Spin_SSBWU.jpg|250px]]
 
|-
 
|-
  +
| [[Mr. Game & Watch]] || [[Fire]] || Launches quickly upwards and deals damage, propelled by a temporary team of ''Game & Watch'' characters with a fireman's trampoline. Since ''Brawl,'' he gains a parachute, aiding in horizontal recovery. || [[File:Fire_SSBWU.jpg|250px]]
| [[Pit]] || [[Wings of Icarus]] (''SSBB'')<br>[[Power of Flight]] (''SSBWU/3DS'') || The Wings of Icarus allow Pit to fly freely for a while. It can be attacked out of. If Pit is hit while using the move, he is unable to use it again until he lands. Can be used in a brawl technique called Wing Dashing which allows Pit to move around the screen quickly.<br /><br />With the Power of Flight, Pit can fly in a straight line in any direction. He can go a large distance with this.
 
 
|-
 
|-
  +
| [[Ness]] || [[PK Thunder]] || Shoots a bolt out of Ness' head. While it is in the air, the bolt can be controlled by moving the joystick). Running the head into an opponent will cause slight damage. If the PK Thunder is steered into Ness himself, it launches him in the opposite direction from the one he was hit at. While being launched, Ness is invulnerable for a large period of time and can cause significant damage and knockback to anyone hit by his body. || [[File:NessSSB4-6.jpg|250px]]
| [[Pokémon Trainer]] || Varies || As Pokémon Trainer does not actively engage in battle himself, instead relying on his three [[Pokémon]], there are three different moves that can be considered his Up Special attacks:
 
:* [[Charizard]]: [[Fly]] Flies up for a short distance. Has little to no horizontal recovery. High power and moderately good Out of Shield killing move. Returns as solo Charizard's Up Special in [[Super Smash Bros. 3DS/Wii U]].
 
:* [[Ivysaur]]: [[Vine Whip]]: Shoots a vine up, can be used as a Tether Recovery. Good surprise kill move.
 
:* [[Squirtle]]: [[Waterfall]]: Rides up on a wave of water and ends with a small splash.
 
 
|-
 
|-
  +
| [[Olimar]] || [[Winged Pikmin]] (''3DS/Wii U'')<br>[[Pikmin Chain]] (''Brawl'') ||
| [[Robin (Fire Emblem)|Robin]] || [[Elwind]] || Shoots a blast of wind underneath him, which propels him upwards as well as damaging anyone underneath him.
 
  +
*[[Winged Pikmin]]: Two Winged Pikmin appear and they carry Olimar and other Pikmin upward, depending on the number of Pikmin Olimar is carrying, the Winged Pikmin will carry Olimar with less distance.
  +
*[[Pikmin Chain]]: The Pikmin currently following Olimar form into a chain that Olimar uses to latch onto a ledge, performing a [[Tether Recovery]]. The number of Pikmin following Olimar at the time drastically effects the distance this move can cover. Can be stopped by a player grabbing the ledge, therefore making Olimar unable to grab the ledge with this move. Moderately useful combo move.
  +
||
  +
{{#tag:tabber|Winged Pikmin=[[File:Winged_Pikmin_SSB_Wii_U.png|250px]]{{!}}-{{!}}Pikmin Chain=[[File:Pikmin_Chain.png|250px]]}}
 
|-
 
|-
  +
|[[Pac-Man]] || [[Pac-Jump]] || Uses a Trampoline to jump upward in his classic form, Pac-Man will gain height for each jump. It changes color after each use, it will go from blue, to yellow, and finally to red. Other characters can jump on it, if anyone jumps on the red trampoline, it will break and the character will be in their [[helpless]] state. || [[File:Ssb4-pac-jump.jpg|250px]]
| [[Rosalina & Luma]] || [[Launch Star]] || Luma summons a Launch Star around Rosalina, which launches her upward to safety. Luma is left open to attack during this move.
 
 
|-
 
|-
  +
| [[Palutena]]
| [[Roy]] || [[Blazer]] || Similar to Marth's Dolphin Slash, except it sets the enemy character on fire. If the control stick is held left or right during the initiation of the move, it will increase horizontal distance at the expense of vertical distance. There is no equivalent to the Reverse Dolphin Slash due to the hitbox and [[sweetspot]] layout of Roy's blade being different than Marth's. Can instantly kill a grounded Jigglypuff in Melee by using a Reverse Blazer while right next to it.
 
  +
||
  +
*[[Warp]]
  +
*[[Rocket Jump]]
  +
*[[Jump Glide]]
  +
||
  +
*Warp: Disappears in a flash of smoke and reappears somewhere else.
  +
*Rocket Jump: Rockets upward with an explosion, damaging anyone in its radius. Good for vertical recovery.
  +
*Jump Glide: Jumps a small distance and can glide freely for an amount of time. Good for horizontal recovery.
  +
||
  +
[[File:Warp.jpg|250px]][[File:Palutena-jump.jpg|250px]][[File:Jump_Glide.jpg|250px]]
 
|-
 
|-
  +
| [[Peach]] || [[Peach Parasol]] || Pulls out an umbrella and opens it, greatly reducing her fall speed and increasing her horizontal recovery range. As she is pulling it out, she is given a slight vertical boost. Tap down to go into fast fall, and then tap up again to slow descent. || [[File:Peach_Parasol_SSBWU.jpg|250px]]
 
|-
 
|-
  +
| [[Pichu]] || [[Agility]] || Performs a quick teleport-like action in any direction. Inputting another direction during this first teleport allows Pichu to immediately perform a second teleport upon finishing the first. Pichu will also be dealt 1% damage for the first teleport then 3% for the second. It moves more smoothly than Pikachu's Quick Attack but does no damage. || [[File:Pichu's Agility Move.jpg|250px]]
| [[R.O.B.]] || [[Robo Burner]] || R.O.B. uses a rocket thruster to boost himself into the air. Offers both vertical and horizontal recovery. It is possible to stop the move, use an attack or other move, and then resume hovering. After landing, R.O..B. must remain on the ground for 1.5 seconds before the move will be fully recharged.
 
 
|-
 
|-
  +
| [[Pikachu]] || [[Quick Attack]] || Performs a quick teleport-like action in any direction. Inputting another direction during this first teleport allows Pikachu to immediately perform a second teleport upon finishing the first. Deals damage to opponents caught in between. || [[File:Quick_Attack_SSBWU.jpeg|250px]]
| [[Samus]] || [[Screw Attack (move)|Screw Attack]] || Samus quickly rolls up into a ball and launches upwards, spinning. Any enemy caught at any point within the attack will be pulled up to the top and hit multiple times for a low percent. This move is notable only in that it has a fairly high priority and low start-up time. Samus's air dodge actually can achieve more distance, especially since her midair grapple can be used immediately after air dodging. Has high priority in all 3 Smash Bros. games, can be used as an Out of Shield move in all 3 games, can be DI'd out of in SSB and Melee. Is a stand alone Shield break combo in SSB.
 
 
|-
 
|-
  +
| [[Pit]] || [[Power of Flight]] (''3DS/Wii U'')<br>[[Wings of Icarus]] (''Brawl'') ||
| [[Sheik]] || [[Vanish]] || Sheik stays in one place (or on the air, a slight jump upward), then disappears with a puff of flame. Any enemy caught in that flame will be dealt damage and shot straight upwards. Sheik will then reappear a short distance in any direction from where she disappeared, but will have a much longer than usual lagtime upon hitting the ground.
 
  +
*Power of Flight: Flies in a straight line in any direction. He can go a large distance with this.
  +
*Wings of Icarus: Flies freely for a while. If Pit is hit while using the move, he is unable to use it again until he lands.
  +
||
  +
{{#tag:tabber|Power of Flight=[[File:Pit_Power_of_Flight.jpeg|250px]]{{!}}-{{!}}Wings of Icarus=[[File:WingsOfIcarus.jpg|250px]]}}
 
|-
 
|-
  +
| [[Pokémon Trainer]]
| [[Shulk]] || [[Air Slash]] || Shulk does an slash upward and does another slash foward.
 
  +
||
  +
*[[Waterfall]] (Squirtle)
  +
*[[Vine Whip]] (Ivysaur)
  +
*[[Fly]] (Charizard)
  +
||
  +
*'''Waterfall''': Rides up on a wave of water and ends with a small splash.
  +
*'''Vine Whip''': Shoots a vine up, which can be used as a Tether Recovery.
  +
*'''Fly:''' Flies up for a short distance. Has little to no horizontal recovery. Returns as solo Charizard's Up Special in [[Super Smash Bros. for Nintendo 3DS and Wii U]].
  +
||
  +
[[File:Waterfall.jpg|250px]][[File:Vinewhip.jpg|250px]][[File:Charizard_fly.jpg|250px]]
 
|-
 
|-
  +
|Ridley
| [[Snake]] || [[Cypher]] || Grabs his flying reconnaissance camera and flies upward. Can be re-used by hurting himself with his [[C4]]. Upon use in the air, Snake will fall for a short distance as he grabs the Cypher. If the Cypher hits a Smart Bomb explosion, the Cypher (and Snake) will stay in one place (Snake will be hurt by the explosion) but continue to rise afterwards. Staying in the explosion does not affect the time in which Snake holds on to his Cypher.
 
  +
|Wing Blitz
  +
|When triggered, Ridley pauses, and generates purple flames underneath himself, before quickly flying upward. Has meteor smash effect if angled downwards.
  +
|
 
|-
 
|-
  +
| [[Robin]] || [[Elwind]] || Shoots two blasts of wind underneath him, which propel him upwards as well as damaging anyone underneath him. The first one provides a slight vertical boost while the second one gives a larger vertical boost. || [[File:Robin-elwind.png|250px]]
| [[Sonic]] || [[Spring Jump]] || A classic spring from the Genesis-era ''Sonic the Hedgehog'' games appears below the blue blur, propelling him upward with a powerful bounce. The spring can stay in the ground and if the opponent moves quickly enough, he or she can also utilize this spring, bouncing equally as high. If used in the air, the spring will fall and damage opponents who touch it. Good Out of Shield move to avoid hits.
 
 
|-
 
|-
  +
| [[Rosalina & Luma]] || [[Launch Star]] || Summons a Launch Star, which launches her upward. Can be angled left or right. If angled the opposite direction she was facing when the move was started, she will go straight up. || [[File:Launch_Star.jpg|250px]]
| [[Toon Link]] || [[Spin Attack]] || Identical to Link's, except it gives much longer recovery distance, a bit shorter in range and hits multiple times on the ground.
 
 
|-
 
|-
  +
| [[Roy]] || [[Blazer]] || Does an upward slash and sets the enemy character on fire. There is no equivalent to the Reverse Dolphin Slash due to the hitbox and [[sweetspot]] layout of Roy's blade being different than Marth's. || [[File:Blazer_SSBWU.png|250px]]
| [[Villager]] || [[Balloon Trip]] || Villager puts on a hat with balloons, which lifts him up. The balloons can be popped, which renders the move useless.
 
 
|-
 
|-
  +
| [[R.O.B.]] || [[Robo Burner]] || Uses a rocket thruster to boost himself into the air. Offers both vertical and horizontal recovery. It is possible to stop the move, use an attack or other move, and then resume hovering. After landing, R.O.B. must remain on the ground for a time before the move will be fully recharged. || [[File:Robo_Burner_SSBWU.jpeg|250px]]
| [[Wario]] || [[Corkscrew]] || Wario spins and moves vertically slightly. Goes much higher when [[Wario-Man]].
 
 
|-
 
|-
  +
| [[Ryu]] || [[Shoryuken]] || Does a powerful uppercut. The height gained is dependent on how long the button is held. || [[File:Ryu4.jpg|250px]]
| [[Wii Fit Trainer]] || [[Hula Hoop]] || Hula hoops form around the Wii Fit Trainer and she is lifted upwards while she spins.
 
 
|-
 
|-
  +
| [[Samus]] || [[Screw Attack (move)|Screw Attack]] || Quickly rolls up into a ball and launches upwards, spinning. Any enemy caught at any point within the attack will be pulled up to the top and hit multiple times for a low percent. || [[File:Screw_Attack_SSBWU.jpeg|250px]]
| [[Wolf]] || [[Fire Wolf]] || Similar to Fox's [[Fire Fox]] and [[Falco]]'s [[Fire Bird]]. It sends Wolf into the air horizonally almost immediately after it is used. Can use control stick to determine the direction upon activation. Unlike Fire Fox, the attack deals multiple hits and carries the enemy it catches with it and has no fire effect. Moderately good move for combos if the opponent has bad Smash DI.
 
 
|-
 
|-
  +
| [[Sheik]] || [[Vanish]] || Throws a Deku Nut and disappears with a puff of smoke (deals damage in ''3DS/Wii U''). Sheik will then reappear a short distance in any direction from where she disappeared, but will have a much longer than usual lagtime upon hitting the ground. || [[File:Vanish_SSBWU.jpeg|250px]]
| [[Yoshi]] || [[Egg Toss]] || Yoshi launches an egg upwards in an arc, which can be angled along a variety of trajectories, hitting anywhere from far horizontally in front of Yoshi to slightly behind and above Yoshi. The egg explodes upon contact or after moving along for a set air-time. Yoshi's Up Special is fairly unique in that it is not a recovery move, does not noticeably aid in recovery, and does not put Yoshi into a state of helplessness. In ''Super Smash Bros. Brawl'', Yoshi can gain some vertical distance with this move and can ledge grab. Can be canceled on the ledge (called Egg Ledge Cancelling). High knockback in SSB.
 
 
|-
 
|-
  +
| [[Shulk]] || [[Air Slash]] || Does a slash upward, and will perform another horizontal slash if the button is pressed again. Distance gained dependent on Monado Art used. || [[File:Air Slash.jpg|250px]]
| [[Young Link]] || [[Spin Attack]] || Identical to Toon Link's, except cannot be charged
 
 
|-
 
|-
  +
| [[Snake]] || [[Cypher]] || Grabs his flying reconnaissance camera and flies upward. Upon use in the air, Snake will fall for a short distance as he grabs the Cypher. Snake is not left helpless after using the move. || [[File:Cypher.png|250px]]
| [[Zelda]] || [[Farore's Wind]] || Zelda flashes for a second, then invisibly teleports a long distance in one of the 8 main directions. This move has a long recovery range, but is very limited in its options as to direction, making it possible to overshoot stages or platforms, or get caught under stage lips, like in Battlefield. In SSBB, opponents near where she reappears are damaged. Can be canceled on the edge in Brawl for a surprise KO such as combined with a D-Air or U-Air.
 
 
|-
 
|-
  +
| [[Sonic]] || [[Spring Jump]] || Propels himself from a classic spring from the Genesis-era ''Sonic the Hedgehog'' games. The spring can stay in the ground and if the opponent moves quickly enough, he or she can also utilize this spring, bouncing equally as high. If used in the air, the spring will fall and damage opponents who touch it. || [[File:Spring_Jump_SSBWU.png|250px]]
| [[Zero Suit Samus]] || [[Plasma Wire]] (''SSBB'')<br>[[Boost Kick]] (''SSBWU/3DS'') ||
 
  +
|-
*[[Plasma Wire]]: Zero Suit Samus flicks her whip upwards, catching enemies in midair. If it connects with a ledge, it results in a Tether Recovery. Can technically combo grounded into down smash.
 
  +
| [[Toon Link]] || [[Spin Attack]] || Spins around in place with sword extended. While it has a shorter range than Link's, Toon Link gains more vertical distance, and can hit opponents multiple times on the ground || [[File:Toon_Link_SSB4_(2).jpg|250px]]
*[[Boost Kick]]: Zero Suit Samus uses her jet boots and does an kick that propel herself upward, if it hits a character, she will do another kick forward.
 
  +
|-
  +
| [[Villager]] || [[Balloon Trip]] || Puts on a hat with balloons, which lifts him up if the buttons are mashed. If one balloon is popped, the Villager will lose some lift. If both balloons are popped, the Villager will automatically go into a helpless state. || [[File:Villager's Up Special.jpg|250px]]
  +
|-
  +
| [[Wario]] || [[Corkscrew]] || Spins and moves vertically slightly while hitting opponents multiple times. Goes much higher when [[Wario-Man]]. || [[File:Spin to win.png|250px]]
  +
|-
  +
| [[Wii Fit Trainer]] || [[Super Hoop]] || Hula hoops form around the Wii Fit Trainer and she is lifted upwards while she spins. Will go slightly higher if the button is tapped repeatedly. || [[File:Wii-fit-trainer-hula-hoop.gif|250px]]
  +
|-
  +
| [[Wolf]] || [[Fire Wolf]] || Propels himself forward and kicks the opponent, hitting multiple times. Pushes the opponent in the direction that Wolf is going. || [[File:Fire_Wolf.png|250px]]
  +
|-
  +
| [[Yoshi]] || [[Egg Throw]] || Launches an egg upwards in an arc, which can be angled along a variety of trajectories, hitting anywhere from far horizontally in front of Yoshi to slightly behind and above Yoshi. The egg explodes upon contact or after moving along for a set air-time. It also sends Yoshi a short distance upward, but does not function much as a recovery and does not cause helplessness. || [[File:Yoshi SSB4 (3).jpg|250px]]
  +
|-
  +
| [[Young Link]] || [[Spin Attack]] || Spins around in place with sword extended. Hits multiple times, but cannot be charged. || [[File:Young Link's Spin Attack Move.jpg|250px]]
  +
|-
  +
| [[Zelda]] || [[Farore's Wind]] || Flashes for a second, then invisibly teleports a long distance. Opponents caught in her disappearance or reappearance will be damaged. || [[File:FaroresWind.jpg|250px]]
  +
|-
  +
| [[Zero Suit Samus]]
  +
||
  +
[[Boost Kick]] (''3DS/Wii U'')
  +
  +
[[Plasma Wire]] (''Brawl'')
  +
||
  +
*[[Boost Kick]]: Uses her jet boots and does an kick that propel herself upward. If it hits a character, she will do another kick forward. Very good kill move and combo finisher.
  +
*[[Plasma Wire]]: Flicks her whip upwards, catching enemies and launching them upwards if grounded, or Meteor Smashing them if airborne. If it connects with a ledge, it results in a Tether Recovery.
  +
||
  +
{{#tag:tabber|Boost Kick=[[File:Boost_Kick_SSBWU.jpg|250px]]{{!}}-{{!}}Plasma Wire=[[File:Plasma_Wire.png|250px]]}}
 
|}</div>
 
|}</div>
 
==Gallery==
 
<gallery>
 
Whirling_Fortress.png|Bowser's Up Special Move, Whirling Fortress.
 
Falcon_Dive_SSB.png|Captain Falcon's Up Special Move, Falcon Dive.
 
Rocketbarrel_Boost.png|Diddy Kong's Up Special Move, Rocketbarrel Boost.
 
Spinning_Kong.png|Donkey Kong's Up Special Move, Spinning Kong.
 
Fire_Bird.png|Falco's Up Special Move, Fire Bird.
 
Fire_Fox.png|Fox's Up Special Move, Fire Fox.
 
Dark_Dive.png|Ganondorf's Up Special Move, Dark Dive.
 
Belay.png|Ice Climbers' Up Special Move, Belay.
 
Aether.png|Ike's Up Special Move, Aether.
 
Sing.png|Jigglypuff's Up Special Move, Sing.
 
Super_Dedede_Jump.png|King Dedede's Up Special Move, Super Dedede Jump.
 
Final_Cutter.png|Kirby's Up Special Move, Final Cutter.
 
Spin_Attack.png|Link's Up Special Move, Spin Attack.
 
ExtremeSpeed.png|Lucario's Up Special Move, ExtremeSpeed.
 
PK_Thunder_Lucas.png|Lucas' Up Special Move, PK Thunder.
 
Super_Jump_Punch_Luigi.png|Luigi's Up Special Move, Super Jump Punch.
 
Super_Jump_Punch.png|Mario's Up Special Move, Super Jump Punch.
 
Dolphin_Slash.png|Marth's Up Special Move, Dolphin Slash.
 
Shuttle_Loop.png|Meta Knight's Up Special Move, Shuttle Loop.
 
Fire.png|Mr. Game & Watch's Up Special Move, Fire.
 
PK_Thunder.png|Ness' Up Special Move, PK Thunder.
 
Pikmin_Chain.png|Olimar's Up Special Move, Pikmin Chain.
 
Parasol_SSBB.png|Peach's Up Special Move, Parasol.
 
Quick_Attack.png|Pikachu's Up Special Move, Quick Attack.
 
Wings_of_Icarus.png|Pit's Up Special Move, Wings of Icarus.
 
Robo_Burner.png|R.O.B's Up Special Move, Robo Burner.
 
Screw_Attack.png|Samus' Up Special Move, Screw Attack.
 
Vanish.png|Sheik's Up Special Move, Vanish.
 
Air_Slash.jpg|Shulk's Up Special Move, Air Slash.
 
Cypher.png|Solid Snake's Up Special Move, Cypher.
 
Spring_Jump.png|Sonic's Up Special Move, Spring Jump.
 
Spin_Attack_Toon_Link.png|Toon Link's Up Special Move, Spin Attack.
 
Corkscrew.png|Wario's Up Special Move, Corkscrew.
 
Fire_Wolf.png|Wolf's Up Special Move, Fire Wolf.
 
Egg_Toss.png|Yoshi's Up Special Move, Egg Toss.
 
Farore's_Wind.png|Zelda's Up Special Move, Farore's Wind.
 
Plasma_Wire.png|Zero Suit Samus' Up Special Move, Plasma Wire.
 
</gallery>
 
   
 
==External Links==
 
==External Links==
 
[http://www.youtube.com/watch?v=EN-4TwOnBZo&feature=PlayList&p=0F5FE102C7F4F794&playnext_from=PL&playnext=1&index=52 Example of Pikachu's invincibility frames]
 
[http://www.youtube.com/watch?v=EN-4TwOnBZo&feature=PlayList&p=0F5FE102C7F4F794&playnext_from=PL&playnext=1&index=52 Example of Pikachu's invincibility frames]
 
{{Attacks}}
 
{{Attacks}}
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Revision as of 00:02, 14 November 2019

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Up Special (commonly referred to as Up B in iterations prior to Super Smash Bros. Brawl) is a Special Move performed by pressing the Special Move button while holding the Control Stick upwards.

Up Special Moves are usually working as a character's third jump or Tether Recovery (only in Brawl) used to recover from off-stage; the Up Special will often put the character into helpless mode. The only exceptions are Yoshi and Jigglypuff, neither of whose Up Specials act as jumps (with the exception of Yoshi's since Brawl). It should be noted that in Brawl, when an Up Special is used on the ground, it provides a greater vertical movement than when used in the air; an example is Samus's Screw Attack. Moreover, for Tether Recoveries used before the midair jump is used, the character will also gain a greater vertical distance to make up for the jump not used.

List of Up Special Moves

Character Move Description Image
Banjo & Kazooie Shock Spring Jump A Shock Spring Pad appears under Banjo which he uses to jump up. Shock Spring Jump
Bayonetta Witch Twist Flies upward and spins around as magic swirls around her. Great combo move. Witch Twist
Bowser Whirling Fortress Retracts into his shell and quickly spins horizontally. Has fairly high damage and knockback, and quite a bit of horizontal distance. Very useful Out of Shield move. Whirling Fortress SSBWU
Bowser Jr. Abandon Ship Ejects himself from the Clown Car and rockets upwards. Upon hitting the ground, a new Clown Car will instantly re-form around Bowser Jr. If an opponent is hit, the Clown Car will explode. Abandon Ship SSBWU
Captain Falcon Falcon Dive Leaps into the air and grabs any opponent who makes contact with his body, and proceeds to launch off them with a fiery explosion. Successful contact will allow Captain Falcon to perform the move again Falcon Dive SSBWU
Charizard Fly Flies up for a short distance encased in flames. Has little to no horizontal recovery. Fly SSBWU
Cloud Strife Climhazzard Does an upward slash with the Buster Sword. If the button is pressed again, he will slam it downward. Height is increased with fully charged Limit. Climhazzard
Corrin Draconic Ascent Sprouts dragon wings and soars upward in a blast of water. Has little to no horizontal recovery. Draconic Ascent
Dark Pit Power of Flight Propels himself in a straight line in any direction, gaining a lot of distance. Can also be angled. Dark Pit Power of Flight SSBWU
Diddy Kong Rocketbarrel Boost Flies upward and to the sides with the Rocketbarrel Pack. This move can be charged, but holding it too long will cause it to come off and land on the stage. If Diddy gets hit while using this move, the barrel can possibly fly off and hit any enemies in the way. He takes 5% damage when hitting a floor. Spikes opponents. Barrel4
Donkey Kong Spinning Kong Extends both of his arms out, hands balled into fists, and spins quickly. Gains more horizontal distance than vertical. Spinning kong ssb4
Dr. Mario Super Jump Punch Does a diagonal punch upwards that hits hard once. Unlike Mario's, it gains less vertical recovery, but does more damage with more knockback. Dr.Mario4
Duck Hunt Duck Jump The duck grabs the dog by the tail and carries him upward for a short distance. The direction they go in can be influenced by the control stick. This move cannot be cancelled. Duck Jump SSBWU
Falco Fire Bird Gathers flames around him, then erupts like a rocket, flying quickly in one direction of choice. Hits multiple times but goes a shorter distance than Fire Fox. Fire Bird SSBWU
Fox Fire Fox Gathers flames around him, then erupts like a rocket, flying quickly in one direction of choice. Hits the opponent once. Gets more vertical recovery than Fire Bird Fire Fox SSBWU
Ganondorf Dark Dive Leaps into the air and grabs any opponent who makes contact with his body, shocks them with electricity, and launches off them Successful contact will allow Ganondorf to perform the move again. Uppercut does some dark energy-based damage if grab does not connect since Brawl. Bad for both vertical and horizontal/ Dark Dive SSBWU
Greninja Hydro Pump Blasts upwards with a spout of water, and can travel in two directions, similar to Pikachu's Quick Attack. Can push opponents (like F.L.U.D.D) if angled correctly. Aqua Jet
Ice Climbers Belay Sends one of the Ice Climbers far into the air, with a cord attached to the other one, which pulls it up afterwards. Can work as a tether. If Popo is alone, he only does a very short hop. Belay tether
Ike Aether Throws his sword in the air, then jumps up, catches it, and falls back to earth. The move cannot be interrupted while Ike and his sword are separated, and Ike will be temporarily immune to flinching. Like Kirby, if it is used mid-air and Ike does not grab the ledge of the field, he will unavoidably fall to his death. IkeWiiU4
Jigglypuff Sing Radiates pink waves and musical notes from its body. Any non-airborne enemy caught within these waves will be put to sleep for a short period of time. Can not be used for recovery. Jigg1
King Dedede Super Dedede Jump Takes a great leap into the air and lands with tremendous force. Has Super Armor frames until the apex of the jump. Can be cancelled. Super Dedede Jump SSBWU
Kirby Final Cutter Extends a blade and launches straight up into the air, then proceeds to fall at a very fast speed, launching an energy wave upon hitting the ground. Kirby SSB4 (3)
Link Spin Attack Spins around in place with sword extended. Knocks opponents away when grounded. Link SSB4 (11)
Little Mac Rising Uppercut Spins upward, dealing a flurry of punches. Anyone caught in it will suffer a lot of damage, but it gains little vertical height. LittleMacRisingUppercut
Lucas PK Thunder Shoots a bolt out of his head. While it is in the air, the bolt can be controlled by moving the control stick. Running the head into an opponent will cause damage. If the PK Thunder is steered into Lucas himself, it launches him in the opposite direction from the one he was hit at. While being launched, Lucas is invulnerable for a large period of time and can cause significant damage and knockback to anyone hit by his body. Is a multi-hit, and goes farther than Ness's PK Thunder. Luc2
Lucario Extreme Speed Pauses very briefly then moves very quickly. Distance is dependent by his Aura. Extreme Speed SSBWU
Lucina Dolphin Slash Does a quick upward slash. Similar to Marth's, but deals equal damage across entire attack.
Lucina Dolphin Slash
Luigi Super Jump Punch Does a vertical punch upwards. If used far from the opponent, 1% damage will be inflicted with no flinching. If used up close, the attack transforms into the Fire Jump Punch, dealing high vertical knockback and fiery damage Luigi Super Jump Punch SSBWU
Mario Super Jump Punch Does a diagonal punch upwards and hits the opponent multiple times, knocking out coins in the process. If they are at the edge of the hitbox, it will only hit for 1 or 2 percent (and coins). Super Jump Punch SSBWU
Marth Dolphin Slash Does a quick upward slash. Provides decent vertical recovery, but very little horizontal recovery. Better kil move if used at the tip of his sword. Marth SSB4 (7)
Mega Man Rush Coil Calls Rush who appears underneath him, propelling him upward, much like Sonic's Spring Jump. If used on the ground, Rush will stay for a few seconds, allowing others to jump on him. Screen-5
Meta Knight Shuttle Loop Leaps into the air with sword drawn, and then backflips 270 degrees. Meta Knight automatically glides after this move (if he stops the glide he becomes helpless). It can be used as an offensive move if hit just after he starts to use it. But the glide was taken away in 3DS/Wii U, and never did reappear. ZlCfzSTaF1QPQF0 8A
Mewtwo Teleport Vanishes and appears a fair distance away in any direction. Does not cause any damage. Teleport SSBWU
Mii Brawler
  • Soaring Axe Kick: Flies upwards with their leg outstretched, then falls downward quickly. A powerful attack move, but a bad recovery.
  • Piston Punch: Punches multiple times upwards. Can move slightly to the side during the move.
  • Helicopter Kick: Repeatedly kicks while rising. Can be angled.

Soaring Axe KickPiston PunchHelicopter Kick

Mii Gunner
  • Lunar Launch: Fires a shot directly downward, using the recoil to blast upward.
  • Cannon Uppercut: Blasts off with arm cannon and uppercuts with the other arm.
  • Arm Rocket: Flies upward with arm cannon. Does not deal damage.
Lunar Launch-0
Cannon Uppercut SSBWUArm Rocket SSBWU
Mii Swordfighter
  • Stone Scabbard: Leaps upward and does a diving stab.
  • Skyward Slash Dash: Travels in a direction while performing a series of slashes.
  • Hero's Spin: Spins around with sword extended, and can travel upward.

Rocket StabSkyward Slash Dash SSBWUHero's Spin SSBWU

Mr. Game & Watch Fire Launches quickly upwards and deals damage, propelled by a temporary team of Game & Watch characters with a fireman's trampoline. Since Brawl, he gains a parachute, aiding in horizontal recovery. Fire SSBWU
Ness PK Thunder Shoots a bolt out of Ness' head. While it is in the air, the bolt can be controlled by moving the joystick). Running the head into an opponent will cause slight damage. If the PK Thunder is steered into Ness himself, it launches him in the opposite direction from the one he was hit at. While being launched, Ness is invulnerable for a large period of time and can cause significant damage and knockback to anyone hit by his body. NessSSB4-6
Olimar Winged Pikmin (3DS/Wii U)
Pikmin Chain (Brawl)
  • Winged Pikmin: Two Winged Pikmin appear and they carry Olimar and other Pikmin upward, depending on the number of Pikmin Olimar is carrying, the Winged Pikmin will carry Olimar with less distance.
  • Pikmin Chain: The Pikmin currently following Olimar form into a chain that Olimar uses to latch onto a ledge, performing a Tether Recovery. The number of Pikmin following Olimar at the time drastically effects the distance this move can cover. Can be stopped by a player grabbing the ledge, therefore making Olimar unable to grab the ledge with this move. Moderately useful combo move.
Pac-Man Pac-Jump Uses a Trampoline to jump upward in his classic form, Pac-Man will gain height for each jump. It changes color after each use, it will go from blue, to yellow, and finally to red. Other characters can jump on it, if anyone jumps on the red trampoline, it will break and the character will be in their helpless state. Ssb4-pac-jump
Palutena
  • Warp: Disappears in a flash of smoke and reappears somewhere else.
  • Rocket Jump: Rockets upward with an explosion, damaging anyone in its radius. Good for vertical recovery.
  • Jump Glide: Jumps a small distance and can glide freely for an amount of time. Good for horizontal recovery.

WarpPalutena-jumpJump Glide

Peach Peach Parasol Pulls out an umbrella and opens it, greatly reducing her fall speed and increasing her horizontal recovery range. As she is pulling it out, she is given a slight vertical boost. Tap down to go into fast fall, and then tap up again to slow descent. Peach Parasol SSBWU
Pichu Agility Performs a quick teleport-like action in any direction. Inputting another direction during this first teleport allows Pichu to immediately perform a second teleport upon finishing the first. Pichu will also be dealt 1% damage for the first teleport then 3% for the second. It moves more smoothly than Pikachu's Quick Attack but does no damage. Pichu's Agility Move
Pikachu Quick Attack Performs a quick teleport-like action in any direction. Inputting another direction during this first teleport allows Pikachu to immediately perform a second teleport upon finishing the first. Deals damage to opponents caught in between. Quick Attack SSBWU
Pit Power of Flight (3DS/Wii U)
Wings of Icarus (Brawl)
  • Power of Flight: Flies in a straight line in any direction. He can go a large distance with this.
  • Wings of Icarus: Flies freely for a while. If Pit is hit while using the move, he is unable to use it again until he lands.
Pokémon Trainer
  • Waterfall: Rides up on a wave of water and ends with a small splash.
  • Vine Whip: Shoots a vine up, which can be used as a Tether Recovery.
  • Fly: Flies up for a short distance. Has little to no horizontal recovery. Returns as solo Charizard's Up Special in Super Smash Bros. for Nintendo 3DS and Wii U.

WaterfallVinewhipCharizard fly

Ridley Wing Blitz When triggered, Ridley pauses, and generates purple flames underneath himself, before quickly flying upward. Has meteor smash effect if angled downwards.
Robin Elwind Shoots two blasts of wind underneath him, which propel him upwards as well as damaging anyone underneath him. The first one provides a slight vertical boost while the second one gives a larger vertical boost. Robin-elwind
Rosalina & Luma Launch Star Summons a Launch Star, which launches her upward. Can be angled left or right. If angled the opposite direction she was facing when the move was started, she will go straight up. Launch Star
Roy Blazer Does an upward slash and sets the enemy character on fire. There is no equivalent to the Reverse Dolphin Slash due to the hitbox and sweetspot layout of Roy's blade being different than Marth's. Blazer SSBWU
R.O.B. Robo Burner Uses a rocket thruster to boost himself into the air. Offers both vertical and horizontal recovery. It is possible to stop the move, use an attack or other move, and then resume hovering. After landing, R.O.B. must remain on the ground for a time before the move will be fully recharged. Robo Burner SSBWU
Ryu Shoryuken Does a powerful uppercut. The height gained is dependent on how long the button is held. Ryu4
Samus Screw Attack Quickly rolls up into a ball and launches upwards, spinning. Any enemy caught at any point within the attack will be pulled up to the top and hit multiple times for a low percent. Screw Attack SSBWU
Sheik Vanish Throws a Deku Nut and disappears with a puff of smoke (deals damage in 3DS/Wii U). Sheik will then reappear a short distance in any direction from where she disappeared, but will have a much longer than usual lagtime upon hitting the ground. Vanish SSBWU
Shulk Air Slash Does a slash upward, and will perform another horizontal slash if the button is pressed again. Distance gained dependent on Monado Art used. Air Slash
Snake Cypher Grabs his flying reconnaissance camera and flies upward. Upon use in the air, Snake will fall for a short distance as he grabs the Cypher. Snake is not left helpless after using the move. Cypher
Sonic Spring Jump Propels himself from a classic spring from the Genesis-era Sonic the Hedgehog games. The spring can stay in the ground and if the opponent moves quickly enough, he or she can also utilize this spring, bouncing equally as high. If used in the air, the spring will fall and damage opponents who touch it. Spring Jump SSBWU
Toon Link Spin Attack Spins around in place with sword extended. While it has a shorter range than Link's, Toon Link gains more vertical distance, and can hit opponents multiple times on the ground Toon Link SSB4 (2)
Villager Balloon Trip Puts on a hat with balloons, which lifts him up if the buttons are mashed. If one balloon is popped, the Villager will lose some lift. If both balloons are popped, the Villager will automatically go into a helpless state. Villager's Up Special
Wario Corkscrew Spins and moves vertically slightly while hitting opponents multiple times. Goes much higher when Wario-Man. Spin to win
Wii Fit Trainer Super Hoop Hula hoops form around the Wii Fit Trainer and she is lifted upwards while she spins. Will go slightly higher if the button is tapped repeatedly. Wii-fit-trainer-hula-hoop
Wolf Fire Wolf Propels himself forward and kicks the opponent, hitting multiple times. Pushes the opponent in the direction that Wolf is going. File:Fire Wolf.png
Yoshi Egg Throw Launches an egg upwards in an arc, which can be angled along a variety of trajectories, hitting anywhere from far horizontally in front of Yoshi to slightly behind and above Yoshi. The egg explodes upon contact or after moving along for a set air-time. It also sends Yoshi a short distance upward, but does not function much as a recovery and does not cause helplessness. Yoshi SSB4 (3)
Young Link Spin Attack Spins around in place with sword extended. Hits multiple times, but cannot be charged. Young Link's Spin Attack Move
Zelda Farore's Wind Flashes for a second, then invisibly teleports a long distance. Opponents caught in her disappearance or reappearance will be damaged. FaroresWind
Zero Suit Samus

Boost Kick (3DS/Wii U)

Plasma Wire (Brawl)

  • Boost Kick: Uses her jet boots and does an kick that propel herself upward. If it hits a character, she will do another kick forward. Very good kill move and combo finisher.
  • Plasma Wire: Flicks her whip upwards, catching enemies and launching them upwards if grounded, or Meteor Smashing them if airborne. If it connects with a ledge, it results in a Tether Recovery.

External Links

Example of Pikachu's invincibility frames