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A Strong Up, also known as an Up tilt (abbreviated "u-tilt") is a tilt attack performed by any character by holding the control stick lightly upward and pressing A while on the ground. It is not always easy to pull off an Up Tilt quickly, as if you tilt too fast, you'll either jump or do an up smash instead. Turning off Tap Jump can help avoid the former problem, or you can jump and hold up on the control stick. More often than not, up-tilts are used for juggling, as they usually lack the knockback to disturb low damage combos outside of a few exceptions such as Ganondorf and Captain Falcon.
Kirby: One of the overall best tilts in all Super Smash Bros. games. Guarantees low percent combos against everyone. Incredibly high priority and a disjointed hitbox around twice the size of the original move. Extremely low starting and ending lag. Usually used into a short hop forward air, back air, or down air to tech chase. Back airs lead into them as well as down airs.
Pikachu: Good up tilt with good combo ability, some range, and high priority, used to combo into grabs and up smash usually. Too big an ending lag to rival Kirby's. Can be used after back airs and other aerials as well.
Ness: Good combo ability, low start up lag, but a very small range. Ness' staple combo move, usually used after a DJC to combo into DJCs.
Yoshi: Set knockback move, Yoshi's main combo starter vs fast fallers and medium weights. Sends Jigglypuff and Kirby too high to combo. Similar to Ness how it is usually used after a DJC to combo into DJC's. Also leads into up tilt to up smash kills. Too much ending lag but surprising range.
Captain Falcon: 2 hits, one while rising the knee, one by slamming it down, good knockback but low range and almost no combo ability outside of next to a wall.
Donkey Kong: Too much starting and ending lag but good knockback and good range, best used as a surprise kill usually for lighter characters.
Mario: Good for combos, just has too much ending lag and moderately low priority.
Luigi: Similar to Mario but with slightly more range, slightly more lag, and slightly more knockback. Combos into an up b or an up air usually.
Jigglypuff: Similar to Pikachu but slightly less versatile, quicker, and has less range. Good combo ability and works great into rest. A Staple Jigglypuff combo is down air, Up tilt x 3 (or more varying on character) and then a rest.
Samus: Considered one of the worst moves in the entire game. High lag both starting up and ending. Essentially Falcon's up tilt but with much less priority and much less knockback
Link: A very good combo starter. Usually used to combo into other up tilts or aerials, high priority but moderate ending lag. Good range. This move is further enhanced in the Japanese smash 64 due to its increased combo ability and increased range.
Fox: A good combo starter as well. Used into short hop down airs or into up airs. Too little range compared to the other "good" up tilts.
Link: Slashes above himself in a wide arc. Has exactly the same range as his Up smash. Decent speed.
Zelda: Swipes her hand in a slow wide arc, with magic trailing it. Very high knockback.
Sheik: Kicks upwards, then brings her leg down for a second kick. The second kick has decent knockback, anyone hit with the first kick will usually be hit with the second kick.
Ganondorf: He brings his leg upwards in a splits-like position, charges for a few seconds, then brings it down with a huge, powerful explosion. In Brawl, a vacuum effect occurs while he is charging it. Rare in that it's stronger than his up-smash.
Toon Link: Identical to Link's, but with a little less range, though it has more range than his up smash and it can be used as a comboer at low percents and a finisher at high percents.
Samus: Swings her leg downwards. Like Ganondorf's, but with much less start-up lag, needless to say, and less power/knockback.
Kirby: Flicks his foot upwards behind himself, combos into it self.
Meta Knight: Points his sword upwards and spins. 3 different hitboxes; the one on Meta Knight's sides gives 6% damage, the one on his sword's sides give 7% damage, and the one on his sword's tip gives 8% damage. Decent knockback at the tip.
King Dedede: Jumps upwards, headbutting. Surprisingly, it has higher knockback than his uncharged Usmash. Similar in function of Snake's up tilt, being fast and powerful, only that it has shorter range. Hitbox around his entire body.