Up special move

The up special move, commonly referred to as up B, is a special attack performed by pressing the special move button while holding the control stick upwards.
Up special moves are usually the main aspect of a character's recovery (except for Yoshi's Egg Throw prior to Super Smash Bros. Brawl and Jigglypuff's Sing); 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 character helpless. Most up specials are designed to damage and disrupt opponents going for an edgeguard. Some up specials behave differently depending on if the character is grounded or airborne, such as Link's Spin Attack and Bowser's Whirling Fortress. As with up smashes, up specials can be used out of shield, where some of them (such as Whirling Fortress) are highly effective.
==List of up special moves==
Character 	Move 	Description
Banjo & Kazooie 	Shock Spring Jump 	Banjo & Kazooie launch themselves into the air with a Shock Spring Pad. The move does not cause helplessness, allowing them to act immediately after.
Bayonetta 	Witch Twist 	Bayonetta 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 her side special.
Bowser 	Whirling Fortress 	Bowser retracts into his shell and quickly spins horizontally. The move has fairly high damage and knockback, and quite a bit of horizontal distance, being a very useful out 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 a Hammer (or, in Ultimate, a wand if used by the Koopalings) though it is different from the Item.
Byleth 	Sword of the Creator 	Byleth whips the sword upward, and if it hits an opponent, he reels them in and kicks them. At above 50% damage, it becomes a meteor smash. It also functions as a tether recovery at the edge and can also attach to walls, allowing Byleth to jump off afterwards.
Captain Falcon 	Falcon Dive 	Captain 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 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 Smash 64 than in Melee or Brawl.
Charizard 	Fly 	Charizard flies upward while spinning.
Chrom 	Soaring Slash 	Functions similarly to Ike's Aether, but Chrom rises with his sword in hand instead of throwing it first.
Cloud 	Climhazzard 	Cloud 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. If Limit 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).
Corrin 	Dragon Ascent 	Corrin 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%.
Daisy 	Daisy Parasol 	Identical to Peach's Peach Parasol.
Dark Pit 	Power of Flight 	Identical to Pit's Power of Flight, but Dark Pit glows different colors instead during the move.
Dark Samus 	 	Identical to Samus's Screw Attack.
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. The move can also meteor smash opponents in Brawl. In Smash 4, the move can be aimed more easily.
Donkey Kong 	Spinning Kong 	Donkey 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 damaging hitboxes are in Donkey Kong's fists, and his legs vulnerable to projectiles while he is recovering. Has invincibility frames at the beginning in Smash 64. Useful gimp move in Smash 64, high power KO special in Melee, approach option in Brawl, and combo tool in Smash 4.
Dr. Mario 	 	Similar 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 and Ultimate only), as opposed to hitting multiple times while emitting coins. It can be cancelled in Melee (extremely difficult, known as Coin Cancelling or up special cancelling).
Duck Hunt 	Duck Jump 	The duck grabs the dog, and starts to fly upwards. Decent height, but rather poor horizontal movement.
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 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 in Melee, as it can be used after hitting an opponent with Falco's shine.
Fox 	Fire Fox 	Behaves 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 in Smash 64), and the distance traveled is significantly longer. The flaming dash also hits once instead of multiple times.
Ganondorf 	Dark Dive 	Behaves almost identically to the Falcon Dive, except in Melee, it charges the enemy full of dark energy 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 an uppercut is performed if the enemy is slightly out of the grab's range.
Greninja 	Hydro Pump 	Greninja 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.
 	Woosh/Swoosh/Kaswoosh 	The 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 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. This attack has the highest vertical recovery range of any up special move in Melee, 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.
Ike 	Aether 	Ike throws Ragnell in the air, then jumps up, catches it, and falls back to earth. Ike has super armor in the frames after he throws Ragnell, but before he jumps up.
Incineroar 	Cross Chop 	Incineroar 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.
Inkling 	Super Jump 	Inkling 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.
Isabelle 	 	Functions similarly to Villager's .
Ivysaur 	Vine Whip 	Ivysaur whips a vine diagonally upward. Functions as a tether recovery.
Jigglypuff 	Sing 	Pink 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 to sleep for a short period of time. Like a grab, 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 a triple jump, does not at all aid in recovery, and does not put Jigglypuff into a state of helplessness.
Joker 	Grappling Hook / Wings of Rebellion	Joker 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.
Kazuya 	Devil Wings 	In 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.
Ken 	Shoryuken 	Functions similarly to Ryu's Shoryuken, but hits multiple times and travels further horizontally. Ken can also execute a Heavy Shoryuken with a flame effect.
King Dedede 	Super Dedede Jump 	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 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. Rool 	Propellerpack 	King K. Rool activates a backpack with a small helicopter blade and uses it to ascend.
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. However, if the platform he lands on disappears, such as in Pictochat, 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.
Link 	 	Link 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 in Brawl, when on the ground, Link can charge this move.
Little Mac 	Rising Uppercut 	Little Mac jumps while rising and spinning with his fist upwards. Not very useful for recoveries, but is very strong.
Lucario 	Extreme Speed 	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 in Brawl, though there is a weak hitbox at the end since Smash 4. Can be cancelled on the ground to allow Lucario to attack out of it.
Lucas 	 	Shoots an electric 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.
Lucina 	Dolphin Slash 	Functions similarly to Marth's Dolphin Slash.
Luigi 	 	Luigi 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 in Smash 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 a ping and dealing much higher damage and knockback.
Mario 	 	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 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).
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, interestingly enough, has higher knockback.
Mega Man 	Rush Coil 	Mega Man bounces off of Rush, jumping high into the air. He jumps even higher if he bounces off Rush a second time.
Meta Knight 	Shuttle Loop 	Leaps into the air with sword drawn, and then backflips 270 degrees and goes into a glide, which puts him into helpless mode if it is cancelled. 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. (This move does not allow Meta Knight to glide in SSB4.)
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 cooling time, speed, and distance.
Mii Brawler 	Soaring Axe Kick (default) 	The Mii flips into the air, then hits opponents with an axe kick.
Mii Gunner 	Lunar Launch (default) 	The Mii releases an explosion beneath himself/herself, flying upwards.
Mii Swordfighter	Stone Scabbard (default) 	The Mii slashes upwards while rising, then stabs downwards while falling.
Min Min 	ARMS Jump / ARM Hook 	On 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 & Watch	Fire 	Mr. Game & Watch launches quickly upwards, propelled by a duo of Game & Watch characters with a fireman's trampoline who then disappear. High vertical distance but minimal horizontal distance. Adjusted in Brawl to include a 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. In Ultimate, 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.
Mythra 	Ray of Punishment / Chroma Dust 	When 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.
Ness 	 	Shoots 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").
Olimar 	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 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.
Olimar 	Winged Pikmin 	Summons 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-Man 	Pac-Jump 	Pac-Man produces a trampoline from the Namco arcade game Mappy. 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.
Palutena 	Warp 	Palutena 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.
Peach 	Peach Parasol 	Peach 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 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 against an edgeguarding opponent with a bad vertical recovery to gimp them (called an umbrella gimp).
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% in recoil 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, and travels further as well. This move does no damage.
Pikachu 	Quick Attack 	Behaves 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 in Smash 64). Can QAC in Brawl. Widely considered to be the best recovery in the original Smash 64, it remains one of the overall top recoveries of any Smash game due to its multiple invincibility frames and range, with particular invincibility in Smash 64. However, it lacks a hitbox in said game.
Piranha Plant 	Piranhacopter 	Flies back to the stage by spinning its leaves.
Pit 	Wings of Icarus 	Wings 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 a Brawl technique known as Wing Dashing, which allows Pit to move around the screen quickly.
Pit 	Power of Flight 	Pit charges up and flies in a direction chosen by the player, similar to the up specials of the Star Fox characters.
Pyra 	Prominence Revolt 	Jumps 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.
Ridley 	Wing Blitz 	Ridley pauses in midair and then lunges forward in a straight line. The move can be angled.
Richter 	Uppercut 	Identical to Simon's uppercut.
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.
Robin 	Elwind 	Robin fires two waves of razor-sharp wind magic downwards, propelling upward.
Rosalina & Luma 	Launch Star 	Rosalina flies upwards with a rainbow-colored Launch Star with an adjustable trajectory.
Roy 	Blazer 	Similar to Marth's Dolphin Slash, except it sets the enemy character on fire, 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 and sweetspot layout of Roy's blade being different than Marth's. The grounded version grants Roy super armor.
Ryu 	Shoryuken 	Ryu attacks using a powerful uppercut. It travels higher if the attack button is held. If the original Street Fighter command inputs are used instead of the up special input, the move becomes more powerful and has reduced landing lag.
Samus 	 	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 some damage. In all games, it can be used as an out-of-shield move. It can be DI'd out of in Smash 64 and Melee.
Sephiroth 	Blade Dash / Octaslash 	A quick dashing strike. When charged, it becomes a series of eight quick slashes.
Sheik 	Vanish 	Sheik 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.
Shulk 	Air Slash 	It 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 in Xenoblade Chronicles.
Simon 	Uppercut 	Simon rises upward in a set arc, delivering multiple slashes to opponents.
Snake 	Cypher 	Grabs his flying reconnaissance camera and uses it to fly 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. Snake has a unique type of knockback resistance while hanging on to the Cypher, and will not flinch from an attack that deals exactly 7% or less.
Sonic 	Spring Jump 	A classic spring from the Sega Genesis-era Sonic 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.
Sora 	Aerial Sweep 	A series of spinning, inward slashes while jumping. Can be canceled into Sonic Blade before the peak of the move.
Squirtle 	Waterfall 	Squirtle rides upward on a wave of water.
Steve 	Elytra 	Steve 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.
Terry 	Rising Tackle 	Terry 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 Link 	 	Identical to Link's variation, except it gives much longer recovery distance, is a bit shorter in range, and hits multiple times on the ground.
Villager 	 	Villager floats upwards with the Balloon Fighter's helmet. The balloons can be popped by enemies, ending the move prematurely and forcibly making them helpless.
Wario 	Corkscrew 	Wario spins and moves vertically slightly. He goes much higher when he is Wario-Man.
Wii Fit Trainer 	Super Hoop 	Wii Fit Trainer rises up while hula hooping. Mashing or rhythmically tapping the special button gives the move much more vertical range.
Wolf 	Fire Wolf 	Somewhat similar to Fox's Fire Fox and Falco's Fire 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.
Yoshi 	Egg Throw 	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. 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. In Brawl, the move actually moves Yoshi upwards very slightly.
Young Link 	 	Identical to Toon Link's, but it travels further, and the final hit of the grounded version deals less knockback.
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 Brawl and SSB4, opponents near where she reappears are damaged. Can be canceled on the edge in Brawl for a surprise KO such as combined with a down aerial or up aerial.
Zero Suit Samus 	Plasma Wire 	Zero 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.
Zero Suit Samus 	Boost Kick 	Zero 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 of custom up special moves==
===In Super Smash Bros. 4===
Characters introduced into this game through post-launch downloadable content - Mewtwo, Lucas, Roy, Ryu, Cloud, Corrin, and Bayonetta - were not given custom special moves.
Character	Default Special Move 	Custom Special Moves
 	Whirling Fortress 	Custom 1: Flying Fortress
 	Whirling Fortress 	Custom 2: Sliding Fortress
 	Abandon Ship! 	Custom 1: Meteor Ejection
 	Abandon Ship! 	Custom 2: Koopa Meteor
 	Falcon Dive 	Custom 1: Falcon Strike
 	Falcon Dive 	Custom 2: Explosive Falcon Dive
 	Fly 	Custom 1: Rising Cyclone
 	Fly 	Custom 2: Fly High
 	Power of Flight 	Custom 1: Striking Flight
 	Power of Flight 	Custom 2: Breezy Flight
 	Rocketbarrel Boost 	Custom 1: Rocketbarrel Attack
 	Rocketbarrel Boost 	Custom 2: Rocketbarrel Kaboom
 	Spinning Kong 	Custom 1: Chopper Kong
 	Spinning Kong 	Custom 2: Kong Cyclone
 	rowspan=2 	Custom 1: Super Jump
 	Custom 2: Ol' One-Two 	
 	Duck Jump 	Custom 1: Duck Jump Snag
 	Duck Jump 	Custom 2: Super Duck Jump
 	Fire Bird 	Custom 1: Fast Fire Bird
 	Fire Bird 	Custom 2: Distant Fire Bird
 	Fire Fox 	Custom 1: Flying Fox
 	Fire Fox 	Custom 2: Twisting Fox
 	Dark Dive 	Custom 1: Dark Fists
 	Dark Dive 	Custom 2: Dark Vault
 	Hydro Pump 	Custom 1: High-Capacity Pump
 	Hydro Pump 	Custom 2: Single-Shot Pump
 	Aether 	Custom 1: Aether Drive
 	Aether 	Custom 2: Aether Wave
 	Sing 	Custom 1: Hyper Voice
 	Sing 	Custom 2: Spinphony
 	Super Dedede Jump 	Custom 1: Rising Dedede
 	Super Dedede Jump 	Custom 2: Quick Dedede Jump
 	Final Cutter 	Custom 1: Wave Cutter
 	Final Cutter 	Custom 2: Upper Cutter
 	Spin Attack 	Custom 1: Shocking Spin
 	Spin Attack 	Custom 2: Whirling Leap
 	Rising Uppercut 	Custom 1: Tornado Uppercut
 	Rising Uppercut 	Custom 2: Rising Smash
 	Extreme Speed 	Custom 1: Ride the Wind
 	Extreme Speed 	Custom 2: Extreme Speed Attack
 	Dolphin Slash 	Custom 1: Crescent Slash
 	Dolphin Slash 	Custom 2: Dolphin Jump
 	Super Jump Punch 	Custom 1: Fiery Jump Punch
 	Super Jump Punch 	Custom 2: Burial Header
 	Super Jump Punch 	Custom 1: Super Jump
 	Super Jump Punch 	Custom 2: Explosive Punch
 	Dolphin Slash 	Custom 1: Crescent Slash
 	Dolphin Slash 	Custom 2: Dolphin Jump
 	Rush Coil 	Custom 1: Tornado Hold
 	Rush Coil 	Custom 2: Beat
 	Shuttle Loop 	Custom 1: Blade Coaster
 	Shuttle Loop 	Custom 2: Lazy Shuttle Loop
 	Soaring Axe Kick 	Custom 2: Helicopter Kick
 	Soaring Axe Kick 	Custom 3: Piston Punch
 	Lunar Launch 	Custom 2: Cannon Uppercut
 	Lunar Launch 	Custom 3: Arm Rocket
 	Stone Scabbard 	Custom 2: Skyward Slash Dash
 	Stone Scabbard 	Custom 3: Hero's Spin
 	Fire 	Custom 1: Heavy Trampoline
 	Fire 	Custom 2: Trampoline Launch
 	PK Thunder 	Custom 1: Lasting PK Thunder
 	PK Thunder 	Custom 2: Rolling PK Thunder
 	Winged Pikmin 	Custom 1: Winged Pikmin Jump
 	Winged Pikmin 	Custom 2: Mighty Winged Pikmin
 	Pac-Jump 	Custom 1: Power Pac-Jump
 	Pac-Jump 	Custom 2: Meteor Trampoline
 	Warp 	Custom 1: Jump Glide
 	Warp 	Custom 2: Rocket Jump
 	Peach Parasol 	Custom 1: Parasol High Jump
 	Peach Parasol 	Custom 2: Light Parasol
 	Quick Attack 	Custom 1: Meteor Quick Attack
 	Quick Attack 	Custom 2: Quick Feet
 	Power of Flight 	Custom 1: Striking Flight
 	Power of Flight 	Custom 2: Breezy Flight
 	Robo Burner 	Custom 1: Robo Rocket
 	Robo Burner 	Custom 2: High-Speed Burner
 	Elwind 	Custom 1: Soaring Elwind
 	Elwind 	Custom 2: Gliding Elwind
 	Launch Star 	Custom 1: Launch Star Plus
 	Launch Star 	Custom 2: Launch Star Attack
 	Screw Attack 	Custom 1: Screw Rush
 	Screw Attack 	Custom 2: Apex Screw Attack
 	Vanish 	Custom 1: Gale
 	Vanish 	Custom 2: Abyss
 	Air Slash 	Custom 1: Advancing Air Slash
 	Air Slash 	Custom 2: Mighty Air Slash
 	Spring Jump 	Custom 1: Double Spring
 	Spring Jump 	Custom 2: Springing Headbutt
 	Spin Attack 	Custom 1: Sliding Spin Attack
 	Spin Attack 	Custom 2: Flying Spin Attack
 	rowspan=2 	Custom 1: Extreme Balloon Trip
 	Custom 2: Balloon High Jump	
 	Corkscrew 	Custom 1: Widescrew
 	Corkscrew 	Custom 2: Corckscrew Leap
 	Super Hoop 	Custom 1: Jumbo Hoop
 	Super Hoop 	Custom 2: Hoop Hurricane
 	Egg Throw 	Custom 1: High Jump
 	Egg Throw 	Custom 2: Timed Egg Throw
 	Farore's Wind 	Custom 1: Farore's Squall
 	Farore's Wind 	Custom 2: Farore's Windfall
 	Boost Kick 	Custom 1: Impact Kick
 	Boost Kick 	Custom 2: Lateral Kick
===In Super Smash Bros. Ultimate===
Character	Default Special Move	Custom Special Moves
 	Soaring Axe Kick 	Custom 2: Helicopter Kick
 	Soaring Axe Kick 	Custom 3: Thrust Uppercut
 	Lunar Launch 	Custom 2: Cannon Jump Kick
 	Lunar Launch 	Custom 3: Arm Rocket
 	Stone Scabbard 	Custom 2: Skyward Slash Dash
 	Stone Scabbard 	Custom 3: Hero's Spin
==Gallery==
Whip.jpg|Some up special moves are tether recoveries in Brawl.
Category:Game controls
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es:Ataque especial hacia arriba