Here's how I'd order it, personally. But let's take a more in-depth look.
has the best Up-B in the game, period. Invincible from frame 1, fast, kills stupidly early, you all know the drill.
runs a close second due to With Twist's extreme usefulness across the board.
and
have excellent Up-Bs, both in terms of distance and kill power, though ZSS gets the slight edge due to the ladder.
may seem like an odd choice to round out the top 5, but due to the priority on the hitbox on the way up, the distance, and the surprising difficulty of actually countering it.
gets beat out only because sometimes you can fly out of it before the second hit.
and
bring up the rest of the S tier, because their Up-bs are almost exactly the same. They're extremely powerful OOS moves and finishers near the upper blast line, and can even do stuff like
https://www.youtube.com/watchv=81oP6UWGYG4 <- this (yes, Peach's can do it too.) They're just extremely solid all-around moves.
's quick attack is really good. Fast, unpredictable, can edge-cancel easily, good for footsies, little cool down.
Farore's Wind is
's best move. It's quick, making it a great OOS angle, long, and the second hit has crazy knockback, letting you take kills extremely early. To top it off, the first hit combos directly into the second hit, which can kill as low as 30% under the right circumstances.
Spring is Spring. Fast way to get to your opponent after an up throw, long, capable of gimping, and also has the spring-ride.
The next 5 have one thing in common: They're great OOS moves that have mediocre to poor distance. The problem isn't as bad for
or
, since they have other options to recover, but Luigi's literally only goes straight up. They're all mostly good panic buttons that can kill.
Whirling Fortress might be the best OOS move in the game. Coming out on Frame 4, invincible, tons of hitboxes, covers distance, and can even kill. It also doesn't have that much lag.
Fly is a quick, armor-y move that is a decent escape option for
despite getting poor distance.
Trampoline is like spring, but is held back severely because your opponent can use it too, just like the rest of
's specials.
Fire Fox is vulnerable at the start, but gets solid distance and can kill off an airdodge read.
Spin Attack gets distance, but isn't useful that much.
's kills and
's doesn't, but Link's distance is pretty poor. Additionally, they're also both pretty laggy.
Teleport and Warp have insane edge cancelling, which keeps them above the rest of the no-hitbox recoveries. That, and you can't be hit out of it during the actual warping.
Hyrdo Pump and Balloon Trip go far. That's really all they do.
Extremespeed at max aura is the longest up-b move in the game. But because
has to be at max aura for it to be good, it's held back.
Blazer and Dragon Ascent are great OOS moves for their respective characters, but don't get the distance to put them any higher.
Abandon Ship! and Rocketbarrel Blast are both useful and cover good distance, but hitting them out of the moves causes them to lose it. Abandon Ship! is higher because you don't have to sit there charging it.
Wings of Icarus is pure distance, but it gets good distance.
Corkscrew is decidedly average. Nothing special about it.
Elwind is good, but you are vulnerable to meteor smashes and you can run out of uses.
Aether is like the rest of
's kit: It doesn't like jank. If someone has any way to push you out of magnet-hand range, you're toast. Also, you can't grab the ledge from behind and pop above it instead of snapping to it. Final Cutter is similar, but shorter range and less armour, making it worse.
Air Slash goes up. With Jump, it goes more up. That's really all it does. It goes far, but it's too slow to be a practical OOS move.
Launch Star goes up. It starts up fast, so that's a bonus, and it goes far.
Robo Burner goes far, and you can attack out of it, but it's really, really slow, and combined with ROB's massive hitbox means you can run out of fuel really easily if your opponent is persistent enough.
Rush Coil, Winged Pikmin, and Duck Jump go up. Rush Coil has other uses, albeit small ones, so it gets an edge over the other two. Winged Pikmin can go further than Duck Jump without Pikmin, so it edges it out.
Super Hoop doesn't do much. It doesn't go far, but the hoops make it hard to interrupt.
Kong Cyclone also doesn't do much, and vertically is one of the worst Up-bs in the game, though it has a great horizontal movement, which is why it's this high.
Falcon Dive and Dark Dive go almost nowhere, but can be used again if you grab. Falcon's wins because it goes further.
Super Dedede jump is really finicky. If you don't stop your momentum, you don't grab the ledge and if you try to stop it before you go down and can't stop it, leaving you open. But if you don't stop it just right, you miss the ledge entirely on the way up too. It also doesn't have much use outside of recovery.
PK Thunder is bad. Lucas's is less bad because it goes further, but the move itself is the easiest recovery move to gimp in the game.
"But Limit Climhazard!" some of you are saying. Here's the deal with LCH: You get one shot. If you get interrupted during that, you're toast because non limit climhazard is crap. the move also has no uses outside of recovery, and if you're caught offstage without limit you're going to have a really hard time.
Offstage, Rising Uppercut is Climhazard that's been worsened in every way. But onstage, it's a good OOS move, kill move, anti-air move, and goes pretty far. Shame it just doesn't do anything offstage. You also miss the ledge and go over it, leaving yourself wide open.
Falco's Up B is F-tier. This move is terrible for recovering due to its insanely high startup, tiny hitboxes, and the hilariously poor distance in travels. Said flaws make it use on stage as an OOS Option hilariously poor as well.
This.
Now, I'm sure someone will yell at me for egg toss being a great spacing move for Yoshi, but it has some severe flaws. For instance, the projectile itself is slow and fairly telegraphed. Additionally, the move can get rid of your double jump in midair, which can force a landing when you really don't want to. It's also a horrible recovery move.
I shouldn't need to explain sing.
Yell at me if this isn't how this thread works, it's like 3AM and I need sleep.