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Steve (SSBU)/Forward smash

< Steve (SSBU)
Revision as of 23:33, August 15, 2022 by DrakRoar (talk | contribs)

Hitbox visualizations

No sword Non-Gold sword Gold sword
     

Overview

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Hitboxes

Each hit with a sword uses up durability points. More specifically:

  • A Wood sword hit uses up 9 points, out of a maximum of 25.
  • A Stone sword hit uses up 14 points, out of a maximum of 40.
  • An Iron or Diamond sword hit uses up 14 points, out of a maximum of 50.
  • An Gold sword hit uses up 18 points, out of a maximum of 25.

No sword

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 12.0% 0   Forward 20 85 0   3.8 top 0.0 8.0 6.0 1.1× 1.0× 0%               Punch   All All            
1 0 0 12.0% 0   Forward 20 85 0   4.4 top 0.0 8.0 10.0 1.1× 1.0× 0%               Punch   All All            

Wood

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 15.0% 0   Forward 34 85 0   3.8 top 0.0 8.0 6.0 1.1× 1.0× 0%               Punch   All All            
1 0 0 15.0% 0   Forward 34 85 0   4.4 top 0.0 8.0 10.0 1.1× 1.0× 0%               Punch   All All            
2 0 0 15.0% 0   Forward 34 85 0   4.6 top 0.0 8.0 14.5 1.1× 1.0× 0%               Punch   All All            

Stone

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 16.5% 0   Forward 34 85 0   3.8 top 0.0 8.0 6.0 1.1× 1.0× 0%               Punch   All All            
1 0 0 16.5% 0   Forward 34 85 0   4.4 top 0.0 8.0 10.0 1.1× 1.0× 0%               Punch   All All            
2 0 0 16.5% 0   Forward 34 85 0   4.6 top 0.0 8.0 14.5 1.1× 1.0× 0%               Punch   All All            

Iron

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 18.0% 0   Forward 34 85 0   3.8 top 0.0 8.0 6.0 1.1× 1.0× 0%               Slash   All All            
1 0 0 18.0% 0   Forward 34 85 0   4.4 top 0.0 8.0 10.0 1.1× 1.0× 0%               Slash   All All            
2 0 0 18.0% 0   Forward 34 85 0   4.6 top 0.0 8.0 14.5 1.1× 1.0× 0%               Slash   All All            

Gold

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 15.0% 0   Forward 34 101 0   3.8 top 0.0 8.0 6.0 1.1× 1.0× 0%               Slash   All All            
1 0 0 15.0% 0   Forward 34 101 0   4.4 top 0.0 8.0 10.0 1.1× 1.0× 0%               Slash   All All            
2 0 0 15.0% 0   Forward 34 101 0   4.6 top 0.0 8.0 14.5 1.1× 1.0× 0%               Slash   All All            

Diamond

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 20.25% 0   Forward 34 90 0   3.8 top 0.0 8.0 6.0 1.1× 1.0× 0%               Slash   All All            
1 0 0 20.25% 0   Forward 34 90 0   4.4 top 0.0 8.0 10.0 1.1× 1.0× 0%               Slash   All All            
2 0 0 20.25% 0   Forward 34 90 0   4.6 top 0.0 8.0 14.5 1.1× 1.0× 0%               Slash   All All            

Timing

Charges between 5-6
Hitboxes (Not Gold, Gold) 13-15, 10-12
Interruptible (Not Gold, Gold) 44, 36
Animation length (Not Gold, Gold) 47, 38
Not Gold                                                                                               
Gold                                                                                               
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible