Super Smash Bros. series

Up special move

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Pikachu's up special inSuper Smash Bros.

Theup special move, commonly referred to asup B, is aspecial attack performed by pressing thespecial move button while holding the control stick upwards.

Up special moves are usually the main aspect of a character'srecovery (except forYoshi'sEgg Throw prior toSuper Smash Bros. Brawl andJigglypuff'sSing); using them typically covers the most vertical distance (and sometimes horizontal distance) out of any of the character's abilities, but also usually renders the characterhelpless. Most up specials are designed to damage and disrupt opponents going for anedgeguard. Some up specials behave differently depending on if the character is grounded or airborne, such as Link'sSpin Attack and Bowser'sWhirling Fortress. As withup smashes, up specials can be usedout of shield, where some of them (such as Whirling Fortress) are highly effective.

List of up special moves[edit]

CharacterMoveDescription
Banjo &KazooieShock Spring JumpBanjo & Kazooie launch themselves into the air with a Shock Spring Pad. The move does not cause helplessness, allowing them to act immediately after.
BayonettaWitch TwistBayonetta spirals upwards through the air attacking multiple times. Though the distance traveled upwards is short, Witch Twist can be used again following a double jump. Holding the button lets her fire bullets as well. This move contributes to her great aerial combo game in conjunction with herside special.
BowserWhirling FortressBowser retracts into his shell and quickly spins horizontally. The move has fairly high damage andknockback, and quite a bit of horizontal distance, being a very usefulout of shield move.
Bowser Jr.Abandon Ship!Bowser Jr. leaps out of his Junior Clown Car, covering a great vertical distance. The Junior Clown Car explodes upon touching something. He also wields aHammer (or, inUltimate, a wand if used by theKoopalings) though it is different from theItem.
BylethSword of the CreatorByleth whips the sword upward, and if it hits an opponent, he reels them in and kicks them. At above 50% damage, it becomes ameteor smash. It also functions as atether recovery at the edge and can also attach to walls, allowing Byleth to jump off afterwards.
Captain FalconFalcon DiveCaptain Falcon 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 agrab, so it can hit enemies that are shielding. The range at which the enemy is latched on to Captain Falcon is much greater inSmash 64 than inMelee orBrawl.
CharizardFlyCharizard flies upward while spinning.
ChromSoaring SlashFunctions similarly to Ike'sAether, but Chrom rises with his sword in hand instead of throwing it first.
CloudClimhazzardCloud slashes his Buster Sword upwards while rising quickly. If the peak of Climhazzard's ascent isn't hit, Cloud can execute a follow-up attack which causes him to fall rapidly with his sword drawn in front of him. IfLimit Break is active, the attack power on the ascending hit, the height, and the distance gained increase drastically upon using it (Limit Break does not affect the descending part of the move).
CorrinDragon AscentCorrin grows wings and leaps upwards. A multi-hit move that can be angled by approximately 45°. It covers a moderate amount of distance and deals enough knockback to KO at 140%.
DaisyDaisy ParasolIdentical to Peach'sPeach Parasol.
Dark PitPower of FlightIdentical to Pit'sPower of Flight, but Dark Pit glows different colors instead during the move.
Dark SamusScrew AttackIdentical to Samus'sScrew Attack.
Diddy KongRocketbarrel BoostThis 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. The move can also meteor smash opponents in Brawl. InSmash 4, the move can be aimed more easily.
Donkey KongSpinning KongDonkey Kong extends both of his arms out, sometimes with his hands balled into fists, and spins quickly horizontally. Like Bowser's Whirling Fortress, this attack has very good horizontal recovery, decent damage and knockback, but poor vertical recovery distance. It is worth noting that the most damaginghitboxes are in Donkey Kong's fists, and his legs vulnerable to projectiles while he is recovering. Hasinvincibility frames at the beginning inSmash 64. Useful gimp move inSmash 64, high power KO special inMelee, approach option inBrawl, and combo tool inSmash 4.
Dr. MarioSuper Jump PunchSimilar to Mario's, though it travels less distance, and Dr. Mario's punch consists of one powerful hit that gets weaker over time (Smash 4 andUltimate only), as opposed to hitting multiple times while emitting coins. It can be cancelled inMelee (extremely difficult, known as Coin Cancelling or up special cancelling).
Duck HuntDuck JumpThe duck grabs the dog, and starts to fly upwards. Decent height, but rather poor horizontal movement.
FalcoFire BirdFalco 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 control stick 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. It is technically a finishing move inMelee, as it can be used after hitting an opponent with Falco'sshine.
FoxFire FoxBehaves similarly to Falco's Fire Bird, except for a few small changes: Fire Fox deals slight damage to any enemy who comes into contact with Fox while he is still gathering flames (except inSmash 64), and the distance traveled is significantly longer. The flaming dash also hits once instead of multiple times.
GanondorfDark DiveBehaves almost identically to the Falcon Dive, except inMelee, it charges the enemy full of dark energy rather than fire, and deals much higher damage and knockback. It is also considerably slower. InBrawl, it can grab edge-hoggers and has poorer damage and knockback than Falcon Dive, and an uppercut is performed if the enemy is slightly out of the grab's range.
GreninjaHydro PumpGreninja uses water from its hands to send it flying upward. Greninja can change the direction of where it is going while using this move. Functions similarly to Pikachu's Quick Attack.
HeroWoosh/Swoosh/KaswooshThe Hero uses wind magic to propel himself upward. Using the move normally uses Woosh, which sends him up a short distance with a tornado appearing under him. This move can be charged into Swoosh, which launches him further with a bigger tornado appearing under him, and Kaswoosh, which propels the Hero even higher, with two tornados appearing, spinning around each other.
Ice ClimbersBelaySends 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 special move inMelee, 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, inBrawl, if used by a lone Ice Climber it will rise very slightly.
IkeAetherIke throws Ragnell in the air, then jumps up, catches it, and falls back to earth. Ike hassuper armor in the frames after he throws Ragnell, but before he jumps up.
IncineroarCross ChopIncineroar leaps into the air and rockets back downwards at an angle, causing an explosion upon impact. However, Incineroar can self-destruct if not used properly.
InklingSuper JumpInkling leaps up in squid form, before falling back down. The angle of the move in midair can be controlled. Inkling can also damage opponents when initially leaping, as well as landing.
IsabelleBalloon TripFunctions similarly to Villager'sBalloon Trip.
IvysaurVine WhipIvysaur whips a vine diagonally upward. Functions as a tether recovery.
JigglypuffSingPink waves and musical notes radiate out from Jigglypuff as it sings a short song. Any non-airborne enemy caught within these waves will be put tosleep for a short period of time. Like a grab (Melee onwards),button mashing can cause the character to escape the sleep more quickly, but higher damage forces the opponent into sleep for longer. Attacking the sleeping character or nudging them off the edge will cause them to wake up. This is not atriple jump, does not at all aid in recovery, and does not put Jigglypuff into a state of helplessness.
JokerGrappling Hook / Wings of RebellionJoker pulls out a grappling hook and fires it at either at an angle or upwards, depending on the input. This move deals no damage, but can pull enemies closer. When Arsene is summoned, he will instead use Wings of Rebellion, which allows Joker to fly either at an angle or upwards. This move also deals no damage, but makes Joker invincible to damage during start-up.
KazuyaDevil WingsIn his devil form, Kazuya flies straight up. He can move forward or back while doing so. It produces an extremely damaging hitbox at the start of the move, but becomes weaker afterwards.
KenShoryukenFunctions similarly to Ryu'sShoryuken, but hits multiple times and travels further horizontally. Ken can also execute a Heavy Shoryuken with aflame effect.
King DededeSuper Dedede JumpKing 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 the control stick downwards 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. The direction can be changed by holding the control stick before King Dedede jumps.
King K. RoolPropellerpackKing K. Rool activates a backpack with a small helicopter blade and uses it to ascend.
KirbyFinal CutterKirby 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 hisdeath. However, if the platform he lands on disappears, such as inPictochat, 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.
LinkSpin AttackLink extends his sword horizontally and spins, shooting slashing energy slightly beyond the length of the blade. It gains good vertical distance in midair, but not a significant amount of horizontal distance. In the air, any enemy caught deep inside the spin will be hit several times. Enemies caught at the outside area of the spin will be hit with a fairly sizable knockback. Starting inBrawl, when on the ground, Link can charge this move.
Little MacRising UppercutLittle Mac jumps while rising and spinning with his fist upwards. Not very useful for recoveries, but is very strong.
LucarioExtreme SpeedPauses 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 inBrawl, though there is a weak hitbox at the end sinceSmash 4. Can be cancelled on the ground to allow Lucario to attack out of it.
LucasPK ThunderShoots anelectric bolt out of Lucas's head. 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). Hitting the bolt into an opponent will cause damage. The bolt will not disappear after hitting an opponent. 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.
LucinaDolphin SlashFunctions similarly to Marth'sDolphin Slash.
LuigiSuper Jump PunchLuigi jumps straight up while punching, then falls down on his head. Differs from that of Mario and Dr. Mario in that it does not send Luigi forward at all except inSmash 64 (making it much worse for horizontal recovery). The hit at the outside of the hitbox only deals 1% and makes one coin, and has no knockback at all. However, if the enemy is far inside the hitbox, rather than racking up multiple coins, it performs a "Fire Jump Punch", accompanied with aping and dealing much higher damage and knockback.
MarioSuper Jump PunchSends Mario upwards and slightly forwards. Any enemy hit while performing this attack will be pulled upwards with Mario, and coins will fly out. If enemies are very close when it is used, this can hit several times for multiple coins and higher damage. If they are at the edge of the hitbox, it will only hit for 1 or 2 percent (and coins).
MarthDolphin SlashMarth flies quickly upwards, blade extended vertically. Provides decent vertical recovery, but very little horizontal recovery (a bit more horizontal recovery inBrawl). It's also a good KO move if hit during the beginning. Can be reversed (called simply a Reverse Dolphin Slash) which, interestingly enough, has higher knockback.
Mega ManRush CoilMega Man bounces off of Rush, jumping high into the air. He jumps even higher if he bounces off Rush a second time.
Meta KnightShuttle LoopLeaps into the air with sword drawn, and then backflips 270 degrees and goes into a glide (inBrawl), which puts him into helpless mode if it is cancelled, or a second swipe (inSmash 4 onwards). It can be used as an offensive move if hit just after he starts to use it. One of Meta Knight's best ground KOing moves.
MewtwoTeleportMewtwo vanishes and appears a fair distance away in any direction. Does not cause any damage. Overall possibly the best recovery inMelee due to its low cooling time, speed, and distance.
Mii BrawlerSoaring Axe Kick (default)The Mii flips into the air, then hits opponents with an axe kick.
Mii GunnerLunar Launch (default)The Mii releases an explosion beneath himself/herself, flying upwards.
Mii SwordfighterStone Scabbard (default)The Mii slashes upwards while rising, then stabs downwards while falling.
Min MinARMS Jump / ARM HookOn the ground, Min Min launches into the air, and goes higher if the button is held. It does not cause helplessness. In the air, she reaches upward with her left arm, acting like a tether recovery.
Mr. Game & WatchFireMr. Game & Watch launches quickly upwards, propelled by a duo ofGame & Watch characters with a fireman's trampoline who then disappear. High vertical distance but minimal horizontal distance. Adjusted inBrawl to include a parachute at the end of the propulsion by the firemen, making it easy to get additional horizontal distance, while inMelee he becomeshelpless after using it. Causes a powerful gust of wind at the beginning of the move inBrawl. InUltimate, it has had its windbox removed and now has a hitbox on frame 3 that covers both sides and can be combo'd into his aerials, making it almost universally considered as the best out of shield option in the entire game.
MythraRay of Punishment / Chroma DustWhen Ray of Punishment is used, Mythra slashes upwards, before leaping into the air and firing off a projectile. If the button is pressed or held before the projectile is fired, the move will become Chroma Dust, and instead turn into a fan of five smaller projectiles.
NessPK ThunderShoots an electric bolt out of Ness' head. While it is in the air, the bolt can be controlled by moving the control stick (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 bolt 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. PK Thunder can be used to edgeguard and reverse Ness ("PK Tailwhip").
OlimarPikmin ChainSuper Smash Bros. BrawlThe Pikmin currently following Olimar form into a chain that Olimar uses to latch onto a ledge, performing atether recovery. The number of Pikmin following Olimar at the time drastically affects 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 PikminSuper Smash Bros. 4Super Smash Bros. UltimateSummons two Winged Pikmin to carry Olimar and whatever Pikmin is following him. The amount of Pikmin following Olimar when he summons the Winged Pikmin affects the recovery ability of this move, the less Pikmin that Olimar has in his lineup, the greater the move's recovery potential becomes.
Pac-ManPac-JumpPac-Man produces a trampoline from the Namco arcade gameMappy. The trampoline can be bounced on by Pac-Man and other characters up to three times. After each bounce, it changes color from blue to yellow to red. If the trampoline is jumped on when it is red, it will break, and the character who jumped on it will enter a helpless state. The trampoline will remain stationary even in midair, and will vanish after a set amount of time or after it breaks.
PalutenaWarpPalutena disappears, then invisibly teleports in one of the directions and reappears. It does not do any damage, but Palutena is immune to damage while the move is in progress. It is similar to other specials that teleport to another location.
PeachPeach ParasolPeach pulls out her parasol and opens it, greatly reducing her fall speed and increasing her horizontal recovery range. As she is pulling it out, she is given a 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 andfastfall, 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 inMelee). It is possible to continuously do this against an edgeguarding opponent with a bad vertical recovery to gimp them (called an umbrella gimp).
PichuAgilityPichu 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% inrecoil 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, but cannot travel further inMelee. This move does no damage.
PikachuQuick AttackBehaves like Pichu's Agility, except does not deal recoil damage and any enemy caught at the mid or the endpoint of these teleportations will be dealt slight damage (except inSmash 64). CanQAC inBrawl. Widely considered to be the best recovery in the originalSmash 64, it remains one of the overall top recoveries of anySmash game due to its multiple invincibility frames and range, with particularinvincibility inSmash 64. However, it lacks a hitbox in said game.
Piranha PlantPiranhacopterFlies back to the stage by spinning its leaves.
PitWings of IcarusSuper Smash Bros. BrawlWings of Icarus allows Pit to fly freely for a while. Pit can attack out of this move. If Pit is hit while using the move, he is unable to use it again until he lands. Can be used in aBrawl technique known as Wing Dashing, which allows Pit to move around the screen quickly.
Power of FlightSuper Smash Bros. 4Super Smash Bros. UltimatePit charges up and flies in a direction chosen by the player, similar to the up specials of theStar Fox characters.
PyraProminence RevoltJumps while performing an uppercutting slash with the Aegis Sword set ablaze, followed by a downwards stab while falling, creating a pillar of fire as Pyra lands.
RidleyWing BlitzRidley pauses in midair and then lunges forward in a straight line. The move can be angled.
RichterUppercutIdentical to Simon'suppercut.
R.O.B.Robo BurnerR.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.
RobinElwindRobin fires two waves of razor-sharp wind magic downwards, propelling upward.
Rosalina & LumaLaunch StarRosalina flies upwards with a rainbow-colored Launch Star with an adjustable trajectory.
RoyBlazerSimilar to Marth's Dolphin Slash, except it sets the enemy character onfire, and hits multiple times. 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 andsweetspot layout of Roy's blade being different than Marth's. The grounded version grants Roy super armor.
RyuShoryukenRyu attacks using a powerful uppercut. It travels higher if the attack button is held. If the originalStreet Fighter command inputs are used instead of the up special input, the move becomes more powerful and has reducedlanding lag.
SamusScrew AttackSamus 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 some damage. In all games, it can be used as an out-of-shield move. It can be DI'd out of inSmash 64 andMelee.
SephirothBlade Dash / OctaslashA quick dashing strike. When charged, it becomes a series of eight quick slashes.
SheikVanishSheik stays in one place (or, if in the air, jumps upward slightly), 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.
ShulkAir SlashIt works in a similar vein to Marth's Dolphin Slash, using the Monado to propel Shulk upwards with an airstrike. By pressing the attack button at the end of the move, Shulk can follow up with a second slash, like inXenoblade Chronicles.
SimonUppercutSimon rises upward in a set arc, delivering multiple slashes to opponents.
SnakeCypherGrabs his flying reconnaissance camera and uses it to fly upward. Can be re-used by hurting himself with hisC4. Upon use in the air, Snake will fall for a short distance as he grabs the Cypher. Snake has a unique type ofknockback resistance while hanging on to the Cypher, and will not flinch from an attack that deals exactly 7% or less.
SonicSpring JumpA classic spring from the Sega Genesis-eraSonic the Hedgehog games appears below Sonic, propelling him upward with a powerful bounce. The spring can stay in the ground and, if the opponent moves quickly enough, they can also utilize this spring, bouncing equally as high. If used in the air, the spring will fall and damage opponents who touch it.
SoraAerial SweepA series of spinning, inward slashes while jumping. Can be canceled intoSonic Blade before the peak of the move.
SquirtleWaterfallSquirtle rides upward on a wave of water.
SteveElytraSteve fires a firework rocket as he opens an elytra, using the explosion to propel him into the air. He can glide a considerable distance before the move runs out.
TerryRising TackleTerry rises and spins with his feet upwards and arms to the side. By holding down on the ground briefly before using this move, Rising Tackle will gain invincibility frames and increased height and damage.
Toon LinkSpin AttackIdentical to Link's variation, except it gives much longer recovery distance, is a bit shorter in range, and hits multiple times on the ground.
VillagerBalloon TripVillager floats upwards with the Balloon Fighter's helmet. The balloons can be popped by enemies, ending the move prematurely and forcibly making them helpless.
WarioCorkscrewWario spins and moves vertically slightly. He goes much higher when he isWario-Man.
Wii Fit TrainerSuper HoopWii Fit Trainer rises up while hula hooping. Mashing or rhythmically tapping the special button gives the move much more vertical range.
WolfFire WolfSomewhat similar to Fox'sFire Fox andFalco'sFire Bird. It sends Wolf into the air horizontally almost immediately after it is used. The control stick can be used to determine the direction upon activation. Unlike Fire Fox, the attack deals multiple hits, carries the enemy it catches with it, has no fire effect, and ends with a knockback-dealing kick.
YoshiEgg ThrowYoshi 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 is fairly unique in that it is not a true triple jump, does not noticeably aid in recovery, and does not put Yoshi into a state of helplessness. InBrawl, the move actually moves Yoshi upwards very slightly.
Young LinkSpin AttackIdentical to Toon Link's, but it travels further, and the final hit of the grounded version deals less knockback.
ZeldaFarore's WindZelda 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. InBrawl andSSB4, opponents near where she reappears are damaged. Can be canceled on the edge inBrawl for a surprise KO such as combined with a down aerial or up aerial.
Zero Suit SamusPlasma WireSuper Smash Bros. BrawlZero Suit Samus flicks her whip upwards, catching enemies midair. If it connects with a ledge, it results in a tether recovery. Can technically combo grounded into down smash.
Boost KickSuper Smash Bros. 4Super Smash Bros. UltimateZero Suit Samus kicks upwards with her jet boots engaged, hitting multiple times while rising and concluding with a kick that appears to have decent power behind it.

List ofcustom up special moves[edit]

InSuper Smash Bros. 4[edit]

Characters introduced into this game through post-launchdownloadable content -Mewtwo,Lucas,Roy,Ryu,Cloud,Corrin, andBayonetta - were not given custom special moves.

CharacterDefault Special MoveCustom Special Moves
BowserWhirling FortressCustom 1:Flying Fortress
Custom 2:Sliding Fortress
Bowser Jr.Abandon Ship!Custom 1:Meteor Ejection
Custom 2:Koopa Meteor
Captain FalconFalcon DiveCustom 1:Falcon Strike
Custom 2:Explosive Falcon Dive
CharizardFlyCustom 1:Rising Cyclone
Custom 2:Fly High
Dark PitPower of FlightCustom 1:Striking Flight
Custom 2:Breezy Flight
Diddy KongRocketbarrel BoostCustom 1:Rocketbarrel Attack
Custom 2:Rocketbarrel Kaboom
Donkey KongSpinning KongCustom 1:Chopper Kong
Custom 2:Kong Cyclone
Dr. MarioSuper Jump PunchCustom 1:Super Jump
Custom 2:Ol' One-Two
Duck HuntDuck JumpCustom 1:Duck Jump Snag
Custom 2:Super Duck Jump
FalcoFire BirdCustom 1:Fast Fire Bird
Custom 2:Distant Fire Bird
FoxFire FoxCustom 1:Flying Fox
Custom 2:Twisting Fox
GanondorfDark DiveCustom 1:Dark Fists
Custom 2:Dark Vault
GreninjaHydro PumpCustom 1:High-Capacity Pump
Custom 2:Single-Shot Pump
IkeAetherCustom 1:Aether Drive
Custom 2:Aether Wave
JigglypuffSingCustom 1:Hyper Voice
Custom 2:Spinphony
King DededeSuper Dedede JumpCustom 1:Rising Dedede
Custom 2:Quick Dedede Jump
KirbyFinal CutterCustom 1:Wave Cutter
Custom 2:Upper Cutter
LinkSpin AttackCustom 1:Shocking Spin
Custom 2:Whirling Leap
Little MacRising UppercutCustom 1:Tornado Uppercut
Custom 2:Rising Smash
LucarioExtreme SpeedCustom 1:Ride the Wind
Custom 2:Extreme Speed Attack
LucinaDolphin SlashCustom 1:Crescent Slash
Custom 2:Dolphin Jump
LuigiSuper Jump PunchCustom 1:Fiery Jump Punch
Custom 2:Burial Header
MarioCustom 1:Super Jump
Custom 2:Explosive Punch
MarthDolphin SlashCustom 1:Crescent Slash
Custom 2:Dolphin Jump
Mega ManRush CoilCustom 1:Tornado Hold
Custom 2:Beat
Meta KnightShuttle LoopCustom 1:Blade Coaster
Custom 2:Lazy Shuttle Loop
Mii BrawlerSoaring Axe KickCustom 2:Helicopter Kick
Custom 3:Piston Punch
Mii GunnerLunar LaunchCustom 2:Cannon Uppercut
Custom 3:Arm Rocket
Mii SwordfighterStone ScabbardCustom 2:Skyward Slash Dash
Custom 3:Hero's Spin
Mr. Game & WatchFireCustom 1:Heavy Trampoline
Custom 2:Trampoline Launch
NessPK ThunderCustom 1:Lasting PK Thunder
Custom 2:Rolling PK Thunder
OlimarWinged PikminCustom 1:Winged Pikmin Jump
Custom 2:Mighty Winged Pikmin
Pac-ManPac-JumpCustom 1:Power Pac-Jump
Custom 2:Meteor Trampoline
PalutenaWarpCustom 1:Jump Glide
Custom 2:Rocket Jump
PeachPeach ParasolCustom 1:Parasol High Jump
Custom 2:Light Parasol
PikachuQuick AttackCustom 1:Meteor Quick Attack
Custom 2:Quick Feet
PitPower of FlightCustom 1:Striking Flight
Custom 2:Breezy Flight
R.O.B.Robo BurnerCustom 1:Robo Rocket
Custom 2:High-Speed Burner
RobinElwindCustom 1:Soaring Elwind
Custom 2:Gliding Elwind
Rosalina & LumaLaunch StarCustom 1:Launch Star Plus
Custom 2:Launch Star Attack
SamusScrew AttackCustom 1:Screw Rush
Custom 2:Apex Screw Attack
SheikVanishCustom 1:Gale
Custom 2:Abyss
ShulkAir SlashCustom 1:Advancing Air Slash
Custom 2:Mighty Air Slash
SonicSpring JumpCustom 1:Double Spring
Custom 2:Springing Headbutt
Toon LinkSpin AttackCustom 1:Sliding Spin Attack
Custom 2:Flying Spin Attack
VillagerBalloon TripCustom 1:Extreme Balloon Trip
Custom 2:Balloon High Jump
WarioCorkscrewCustom 1:Widescrew
Custom 2:Corckscrew Leap
Wii Fit TrainerSuper HoopCustom 1:Jumbo Hoop
Custom 2:Hoop Hurricane
YoshiEgg ThrowCustom 1:High Jump
Custom 2:Timed Egg Throw
ZeldaFarore's WindCustom 1:Farore's Squall
Custom 2:Farore's Windfall
Zero Suit SamusBoost KickCustom 1:Impact Kick
Custom 2:Lateral Kick

InSuper Smash Bros. Ultimate[edit]

CharacterDefault Special MoveCustom Special Moves
Mii BrawlerSoaring Axe KickCustom 2:Helicopter Kick
Custom 3:Thrust Uppercut
Mii GunnerLunar LaunchCustom 2:Cannon Jump Kick
Custom 3:Arm Rocket
Mii SwordfighterStone ScabbardCustom 2:Skyward Slash Dash
Custom 3:Hero's Spin

Gallery[edit]


v • d • e
Attacks in theSuper Smash Bros. series
Standardground attacksNeutral attack ·Dash attack
Tilt attacksForward tilt ·Up tilt ·Down tilt ·Crouching attack
Smash attacksForward smash ·Up smash ·Down smash
Aerial attacksNeutral aerial ·Forward aerial ·Back aerial ·Up aerial ·Down aerial ·Grab aerial ·Glide attack
ThrowsGrab ·Pummel ·Forward throw ·Back throw ·Up throw ·Down throw
Get-up attacksFloor attack ·Edge attack
Special movesNeutral special move ·Side special move ·Up special move ·Down special move ·Command-input move ·Final Smash