SSBU Icon.png

Steve (SSBU)/Forward smash

Hitbox visualizationsEdit

No sword Non-Gold sword Gold sword
     

OverviewEdit

  This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

HitboxesEdit

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 swordEdit

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            

WoodEdit

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            

StoneEdit

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            

IronEdit

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            

GoldEdit

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            

DiamondEdit

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            

TimingEdit

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

TriviaEdit

  • In competitive play, the diamond variant of the move is often nicknamed the "Jake Smash" due to its frequent usage by Jake as a conditioning tool.