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Mega Man (SSBU)/Forward smash

Hitbox visualization showing Mega Man's forward smash, uncharged.
Hitbox visualization showing Mega Man's forward smash, fully charged.
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OverviewEdit

HitboxesEdit

Compared to other smash attacks, Mega Man's forward smash has a lower maximum charge damage multiplier, capping at 1.3× instead of 1.4×, and can only be held for up to 60 frames after reaching full charge instead of 120 frames.

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 Shieldstun
0 0 0 11.5% 0   Speed-based 25 102 0   2.6 top 0.0 0.0 0.0 0.3× 1.0× 0%               Kick   All All             0.32×*

TimingEdit

Charges between 9-10
Hitbox (minimum charge) 19-42
Hitbox (maximum charge) 19-48
Interruptible 55
Animation length 84
Minimum                                                                                                                                                                         
Maximum                                                                                                                                                                         
Mega Man                                                                                                                                                                         
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Prop event
 
Interruptible

Charge Shot parametersEdit

All values except X offset scale linearly from no charge to full charge.

X offset 8u
Lifetime 24 to 30 frames
Size multiplier 1 to 2.7
Travel speed 2 to 2.9

TriviaEdit

  • While the hitbox has a 0.32× shieldstun multiplier assigned, it never takes effect in game, instead using the projectile shieldstun multiplier of 0.29×. This is because, for smash attacks and aerial attacks that are also projectiles, the projectile shieldstun multiplier is given priority over any others, causing move-specific ones to be ignored as well.