Up Specials WIP
So I've started working on Up Specials, and I started with the ones that do not gain any vertical height when grounded. In order to test the vertical height of their Up Specials, I had to use the same strategy I used for finding doublejumps which was starting their crouch into dropping through the platform floor at 1/4 speed Hold L, barely tapping L twice and readied Up & B.
Ground zero
Up B | Airborne
Whirling Fortress
| 9 (max is 10)
Egg Throw
| 5 [first toss going straight up, 4 going sideways]
Spinning Kong
| 6
Spin Attack
| 10
Spin Attack
| 10
Sing
| 0 (falls)
PK Thunder
| 12 (the maximum if traveling straight up)
Hero's Spin
| 10 (for all X/X sets)
PK Thunder
| 20 (the maximum if traveling straight up)
Notes:
- Bowser needs some mashing to get the max height. I dunno.
- I couldn't really find a way to test Yoshi's second egg throw jump. It's not as effective anyway.
- Link and Toon Link are similar, but Link lands first 'cus he falls faster I guess.
- I feel you Jigglypuff.
- Ness' and Lucas' PK Thunder vary because you need very good aim and a stage like Halberd or Delfino Plaza to even do this kinda thing from the floor. From the air however, Ness usually gets 15 from the platform floor but he falls quicker than Lucas thus Lucas's usual 21 from a platform floor is only 20 airborne.
- Mii Swordfighter's Hero's Spin doesn't change in vertical height no matter what set's used.
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Next are the three Third-Party characters who just so happen to get bunched into the next table.
Spring jumpers
Up B | Grounded | Airborne
Rush Coil
| 11 | 13
Second bounce Grounded only | 21
Pac-Jump
First bounce | 7 | 7
Second bounce | 12 | 12
Third bounce | 19 | 19
Spring Jump
| 18 | 15
Second bounce Grounded only | 21
Notes:
- If you only tap L twice to do the necessary airborne testings, you'd get these results in the table. However, multiple taps of L can slightly differ the vertical results.
- For Mega Man, if you tapped L two or three times, you'd get 13, but if you tapped L four times, Rush Coil would travel 12 platforms high.
- For Pac-Man, it takes five to six taps of L to have the trampoline physically underneath the platform floor. So for his trampoline, the first bounce travels 7 platforms high if you tapped L two times, four times, and five times. The interesting thing is when you tap L three times in 1/4x speed, Pac-Man goes 8 platforms high. The second bounce goes 12 platforms high when you tap L two to four times, and when you tap L five times, Pac-Man goes 11 platforms high. Finally, the third bounce goes 19 platforms high when tapping L two to four times, and when you tap L five times he'll bounce 18 platforms high.
- Sonic travels 15 platforms high when tapping L two to three times. Tapping L four times puts Sonic at 14 platforms high after Spring.
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These are the Up Specials that can freely move to the left or right upon rising, but they're primarily vertical, so even if you were to move left or right upon rising, you'd gain roughly the same vertical height.
Nowhere but up
Up B | Grounded | Airborne
Super Jump Punch
| 6 | 8
Abandon Ship!
| 14 | 14
Fire
| 14 | 14
Dark Dive
| 9 | 9
command grab jump | 9
Screw Attack
| 10 | 10
Aether
| 11 | 10
Elwind
| 13 | 11
Duck Jump
| 14 | 14
Final Cutter
| 10 | 8
Monado Jump Final Cutter
| 9 | 7
Monado Speed Final Cutter
| 10 | 8
Monado Shield Final Cutter
| 10 | 8
Falcon Dive
| 10 | 9
command grab jump | 11
Vanilla Air Slash
First hit | 9 | 9
Second hit | 2 | 2
Monado Jump Air Slash
First hit | 11 | 11
Second hit | 3 | 3
Shoryuken
Tapped | 3 | 7
Held | 7 | 9
Input Shoryuken
Tapped | 5 | 5
Input Shoryuken
Held | 7 | 7
Climhazzard
| 9 | 8
Soaring Axe Kick
(0/X) | 8 | 8
Soaring Axe Kick
(25/X) | 8 | 8
Soaring Axe Kick
(50/X) | 9 | 9
Soaring Axe Kick
(75/X) | 10 | 10
Soaring Axe Kick
(100/X) | 10 | 10
Helicopter Kick
(X/X) | 5 | 5
Lunar Launch
(X/X) | 11 | 9
Cannon Uppercut
(X/X) | 7 | 6
Notes:
- I tested the airborne results the same way I did for doublejumps. Some characters may have needed more than two quick taps of L to get a slightly different platform height.
- Luigi surprised me with the airborne difference.
- Monado Speed and Monado Shield have the exact same heights as Vanilla. There is no difference in their heights of Air Slash for Shulk.
- You can choose to mash B during Air Slash since you still gain 11 platforms of height for this test when away from platforms and then trying to land on them, but it's still better to delay pressing the second hit just enough to gain a bit more height. When you decide to mash B around platforms, your Vanilla Speed or Shield Air Slash will have Shulk land on the 8th platform. And if you decide to mash B around platforms with Jump Air Slash, you still land on the 11th platform.
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This table is for Stone Scabbard because it is the only Mii Swordfighter Up Special variant that has different heights depending on the Mii's height stat. Any direction you aim your joystick to are all the same jump height except when it's aimed straight up, so it's a Nowhere But Up move, but it's also unique due to the Mii height affecting it.
Stone Scabbard
KEY: Grounded/Airborne
Up B (Height / Weight) |
|
Stone Scabbard
(0/X) | 8/8 | 7/7
Stone Scabbard
(25/X) | 8/8 | 8/8
Stone Scabbard
(50/X) | 9/9 | 9/9
Stone Scabbard
(75/X) | 11/11 | 10/10
Stone Scabbard
(100/X) | 12/12 | 12/12
Notes:
- Only the height of the set affects Stone Scabbard in this case. 25/0 and 25/100 side-by-side comparison show absolutely no changes for example.
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Next are the characters who still only can recover upward, but unlike the Nowhere But Up characters, these upcoming characters have more control and directional guidance in their Up B recovery. You could hold your joystick straight up, diagonally up+left or up+right, sideways left or right, or diagonally down+left or down+right. Characters already facing a direction can move backwards, so there's that to consider as well.
Upward directional guidance
KEY: Grounded / Airborne
NOTE: Characters are facing towards the right & use their Up Special. So if there's a column with the , that means the character first inputted & , then held after a brief moment to get a different height. Characters vary.
Up B |
|
|
|
|
|
|
Super Jump Punch
| 10/8 | 10/8 | 10/8 | 9/8 | 9/7 | 8/6 | 9/8
Peach Parasol
| 9/8 | 8/7 | 9/8 | 9/8 | 9/8 | 8/7 | 9/8
Launch Star
| 19/17 | 19/16 | 20/17 | 18/15 | 11/8 | 8/5 | 10/8
Corkscrew
| N/A | N/A | N/A | 10/8 | 8/7 | 7/6 | 8/7
Rising Uppercut
| 10/6 | 10/6 | 11/6 | 11/6 | 11/6 | 10/6 | 10/6
Boost Kick
| 10/8 | 10/8 | 10/8 | 10/8 | 10/8 | 9/7 | 10/8
Power of Flight
| N/A | N/A | N/A | 20/20 | 14/14 | 3/3 | 13/13
Dolphin Slash
| 10/11 | 10/11 | 10/11 | 10/11 | 9/10 | 9/9 | 9/10
Super Dedede Jump
| N/A | N/A | N/A | 16/20 | 15/19 | 15/18 | 15/18
Shuttle Loop
| 14/13 | 14/13 | 14/13 | 14/12 | 13/12 | 12/11 | 13/11
Fly
| 13/10 | 13/10 | 13/10 | 13/9 | 12/9 | 11/8 | 12/9
Super Jump Punch
| 8/6 | 8/6 | 8/6 | 7/6 | 7/5 | 6/4 | 7/5
Power of Flight
| N/A | N/A | N/A | 20/20 | 14/14 | 3/3 | 13/13
Dolphin Slash
| 9/10 | 9/10 | 9/10 | 9/10 | 9/10 | 8/9 | 9/10
Blazer
| 9/8 | 9/8 | 9/8 | 9/8 | 7/7 | 5/5 | 7/7
Limit Break Climhazzard
| 15/15 | 15/15 | 15/15 | 15/15 | 15/14 | 15/14 | 15/14
Draconic Ascent
| 11/9 | 12/10 | 11/9 | 10/8 | 9/7 | 7/5 | 9/7
Piston Punch
(0/X) | 6/5 | 6/5 | 6/5 | 6/5 | 6/5 | 6/5 | 6/5
Piston Punch
(25/X) | 7/5 | 6/5 | 7/5 | 7/5 | 7/5 | 6/5 | 7/5
Piston Punch
(50/X) | 7/6 | 7/5 | 7/6 | 8/6 | 7/6 | 7/5 | 7/6
Piston Punch
(75/X) | 8/6 | 8/6 | 8/6 | 8/6 | 8/6 | 8/6 | 8/6
Piston Punch
(100/X) | 9/7 | 8/6 | 9/7 | 9/7 | 9/7 | 8/6 | 9/7
Arm Rocket
(X/X) | N/A | N/A | N/A | 11/11 | 8/8 | 3/2 | 8/8
Notes:
- Mii Gunner's Arm Rocket has several N/A because you cannot apply additional directional guidance on the joystick after your intended direction is recovering. This is the same with Pit and Dark Pit. And this basically applies to King Dedede as you can't apply any directional guidance once he starts traveling in one direction.
- Wario's Corkscrew can't even drift / travel backwards while he's rising upward. If you try to do it early in the move's startup, it results in B-Reversing the move.
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Next are characters who are unique as they require the joystick held up, the B button held, or the B button mashed to get a certain amount of height for their recovery. They can't recover in a straight line going downwards or sideways, but most of these characters have a swell recovery.
Joystick, B button held, or B button mashed
Up B | Joystick up | Hold B | Mash B
Whirling Fortress
| 0/9 | 0/9 | 0/10
Rocketbarrel Boost
| 5/5 | 25/-15 rising +25 | 5/5
Robo Burner
| 30/29 | 30/29 | 30+
Balloon Trip
| 4/4 | 36/36 | 30+
Pressing A to manually pop 'em | +2/+2
Winged Pikmin
No pikmin | 29/32 | 29/32
One
R
Y
or
B
| 24/26 | 24/26
One
W
| 25/28 | 25/28
One
P
| 23/25 | 23/25
One of any
R
Y
or
B
, & one
W
| 20/23 | 20/23
One of any
R
Y
or
B
, & one
P
| 18/20 | 18/20
Two of any
R
Y
or
B
| 19/21 | 19/21
One
W
& one
P
| 19/22 | 19/22
Two
Whites
| 22/24 | 22/24
Two
Purples
| 17/19 | 17/19
One of any
R
Y
or
B
, one
W
, & one
P
| 13/17 | 13/17
Two of any
R
Y
or
B
, & one
W
| 15/18 | 15/18
Two of any
R
Y
or
B
, & one
P
| 11/15 | 11/15
Three of any
R
Y
or
B
| 13/16 | 13/16
Two
Whites
& any
R
Y
or
B
| 17/19 | 17/19
Two
Whites
& one
P
| 15/18 | 15/18
Three
Whites
| 18/21 | 18/21
Two
Purples
& any
R
Y
or
B
| 6/14 | 6/14
Two
Purples
& one
W
| 12/15 | 12/15
Three
Purples
| lol/9 | lol/9
Hula Hoop
| 7/7 | 7/7 | 19/19 (my best)
Notes:
- Bowser's Whirling Fortress doesn't recover vertically unless you're airborne.
- Diddy Kong's Rocketbarrel Boost airborne required a large stage with gapped platforms. Diddy starts dropping through the 24th platform & just barely comes close to landing on the 9th platform, shooting up to land on the 34th platform. So basically, if you have the chance to fully hold Rocketbarrel Boost, do it to get the maximum height you can get.
- You don't really want to mash with Olimar / Alph's Winged Pikmin recovery.
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Next are the few character that wait briefly before recovering in a straight line in whichever direction chosen. These Up Specials are unique since they can travel through platforms stacked up, but only when airborne.
Linear recoveries
Up B |
|
|
|
|
|
|
Fire Fox
| 0/-9 bouncing +4 | 0/0 | 12/10 | 17/16 | 12/10 | 0/0 | 0/-9 bouncing +4
Fire Bird
| 0/-10 bouncing +2 | 0/0 | 9/8 | 13/12 | 9/8 | 0/0 | 0/-10 bouncing +2
Skyward Slash Dash
(X/X) | 0/-6 bouncing +4 | 0/0 | 10/9 | 14/13 | 10/9 | 0/0 | 0/-6 bouncing +4
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Next are the characters who can simply recover wherever they please. At least 8 main directions and even between those 8 main directions to get a different result not shown in this table below. And for some Up Bs, they disappear & reappear in stationary position when standing on the floor.
Point A to B
Up B |
|
|
|
|
|
|
Farore's Wind
| | 0/0 | 12/9 | 17/14 | 12/9 | 0/0 |
Vanish
| | 0/0 | 7/11 | 10/14 | 7/11 | 0/0 |
Warp
| | 0/0 | 9/8 | 14/12 | 9/8 | 0/0 |
Teleport
| | 0/0 | 8/7 | 12/11 | 8/7 | 0/0 |
Notes:
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Next are Pikachu & Greninja, who are two very unique and flexible recovering characters possessing a recovery pattern so hard to read that they basically can get back to the stage however they want to. To me, they have the potential to dictate the recovery metagame just because of how many ways they can choose from to recover accordingly in their own way.
The very best, like no one ever was
Up B |
|
OR
|
AND
OR
|
OR
AND
|
AND
Quick Attack
| 11/11 | 7/7 | 17/17 | 17/17 | 14/14
Hydro Pump
| 17/17 | 11/11 | 13/13 | 15/15 | 11/11
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The final table goes to Lucario due to his Aura mechanic in SSB4 increasing the distance & speed Extremespeed travels the higher his damage meter rises. The only characters that share this kind of similarity are the Mii Fighters affected by their height settings. Finally, Lucario's Extremespeed can curve and bend recovering in a creative way, so I restricted it by only testing ES going straight upwards.
Aura boost
Aura percentages | platform height going
GROUNDED
Extremespeed 0 - 3% | 16
Extremespeed 4 - 12% | 17
Extremespeed 13 - 20% | 18
Extremespeed 21 - 28% | 19
Extremespeed 29 - 36% | 20
Extremespeed 37 - 43% | 21
Extremespeed 44 - 51% | 22
Extremespeed 52 - 58% | 23
Extremespeed 59 - 65% | 24
Extremespeed 66 - 71% | 25
Extremespeed 72 - 77% | 26
Extremespeed 78 - 82% | 27
Extremespeed 83 - 88% | 28
Extremespeed 89 - 93% | 29
Extremespeed 94 - 98% | 30
Extremespeed 99 - 103% | 31
Extremespeed 104 - 108% | 32
Extremespeed 109 - 113% | 33
Extremespeed 114 - 118% | 34
Extremespeed 119 - 122% | 35
Extremespeed 123 - 127% | 36
Extremespeed 128 - 131% | 37
Extremespeed 132 - 136% | 38
Extremespeed 137 - 140% | 39
Extremespeed 141 - 145% | 40
Extremespeed 146 - 149% | 41
Extremespeed 150 - 153% | 42
Extremespeed 154 - 157% | 43
Extremespeed 158 - 161% | 44
Extremespeed 162 - 166% | 45
Extremespeed 167 - 170% | 46
Extremespeed 171 - 174% | 47
Extremespeed 175 - 177% | 48
Extremespeed 178 - 181% | 49
Extremespeed 182 - 185% | 50
Extremespeed 186 - 189% | 51
Extremespeed 190 - 999% | 52
MEGA LUCARIO
Extremespeed 0 - 999% | 56
AIRBORNE
Extremespeed 0 - 7% | 16
Extremespeed 8 - 15% | 17
Extremespeed 16 - 24% | 18
Extremespeed 25 - 32% | 19
Extremespeed 33 - 39% | 20
Extremespeed 40 - 47% | 21
Extremespeed 48 - 54% | 22
Extremespeed 55 - 61% | 23
Extremespeed 62 - 68% | 24
Extremespeed 69 - 74% | 25
Extremespeed 75 - 79% | 26
Extremespeed 80 - 85% | 27
Extremespeed 86 - 90% | 28
Extremespeed 91 - 95% | 29
Extremespeed 96 - 100% | 30
Extremespeed 101 - 105% | 31
Extremespeed 106 - 110% | 32
Extremespeed 111 - 115% | 33
Extremespeed 116 - 120% | 34
Extremespeed 121 - 124% | 35
Extremespeed 125 - 129% | 36
Extremespeed 130 - 133% | 37
Extremespeed 134 - 138% | 38
Extremespeed 139 - 142% | 39
Extremespeed 143 - 147% | 40
Extremespeed 148 - 151% | 41
Extremespeed 152 - 155% | 42
Extremespeed 156 - 159% | 43
Extremespeed 160 - 163% | 44
Extremespeed 164 - 167% | 45
Extremespeed 168 - 171% | 46
Extremespeed 172 - 175% | 47
Extremespeed 176 - 179% | 48
Extremespeed 180 - 183% | 49
Extremespeed 184 - 187% | 50
Extremespeed 188 - 999% | 51
MEGA LUCARIO
Extremespeed 0 - 999% | 56