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Sonic (SSBU)/Forward smash: Difference between revisions

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(I gotta find a way to get the whole animation length)
 
m (Reverted edits by 93.67.212.119 (talk) to last version by Juju1995.)
Tag: Rollback
 
(14 intermediate revisions by 7 users not shown)
Line 4: Line 4:
|-
|-
!↗
!↗
|[[File:SonicFSmashUpSSBU.gif|330px]]
|[[File:SonicFSmashUpSSBU.gif|300px]]
|-
|-
!→
!→
|[[File:SonicFSmashSSBU.gif|330px]]
|[[File:SonicFSmashSSBU.gif|300px]]
|-
|-
!↘
!↘
|[[File:SonicFSmashDownSSBU.gif|330px]]
|[[File:SonicFSmashDownSSBU.gif|300px]]
|-
|-
{{HitboxTableTitle|Due to model scaling issues,
the hitboxes jitter around and aren't accurate.|42}}
|}
|}
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
The Wind-Up Punch from Sonic the Fighters. It has high knockback growth, deceptive range, and can be angled, all of which make it one of Sonic's most viable KOing options and can be used to two-frame opponents at the ledge when angled downward. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. It also has noticeable start-up and ending lag, making it risky if used unwisely.
The Wind-Up Punch from ''Sonic the Fighters''. It has high knockback growth, deceptive range (outspacing several other disjointed moves<ref>https://www.youtube.com/watch?v=sIhr-eWrJRc</ref>), and can be angled, all of which make it one of Sonic's most viable KOing options and can be used to two-frame opponents at the ledge when angled downward. Sonic's [[hurtbox]] extends only to his wrist when performing the move, making it somewhat disjointed. Because of this disjointed range, it can clang with most projectiles, and beat out many non-disjointed moves. It is also relatively safe on shield when spaced. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. Like most forward smashes, it also has noticeable start-up and ending lag, making it risky if used unwisely.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Angled up|24}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|14}}
|damage={{ChargedSmashDmgSSBU|14.0}}
|sd=0
|angle=361
|angle=361
|af=3
|bk=30
|bk=30
|ks=101
|ks=101
Line 30: Line 31:
|bn=handr
|bn=handr
|xpos=4.0
|xpos=4.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Hand
|type=Hand
|sfx=Punch
|sfx=Punch
Line 39: Line 37:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage={{ChargedSmashDmgSSBU|14}}
|damage={{ChargedSmashDmgSSBU|14.0}}
|sd=0
|angle=361
|angle=361
|af=3
|bk=30
|bk=30
|ks=101
|ks=101
Line 48: Line 46:
|bn=armr
|bn=armr
|xpos=1.0
|xpos=1.0
|ypos=0.0
|zpos=0.0
|type=Hand
|type=Hand
|ff=1.0
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
Line 58: Line 52:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage={{ChargedSmashDmgSSBU|14}}
|damage={{ChargedSmashDmgSSBU|14.0}}
|sd=0
|angle=361
|angle=361
|af=3
|bk=30
|bk=30
|ks=101
|ks=101
Line 67: Line 61:
|bn=shoulderr
|bn=shoulderr
|xpos=-1.0
|xpos=-1.0
|ypos=0.0
|zpos=0.0
|type=Hand
|type=Hand
|ff=1.0
|effect=Normal
|sfx=Punch
|slvl=L
}}
{{HitboxTableTitle|Angled forward|24}}
{{UltimateHitboxTableRow
|id=0
|damage={{ChargedSmashDmgSSBU|14}}
|sd=0
|angle=361
|bk=30
|ks=101
|fkv=0
|r=4.5
|bn=handr
|xpos=4.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Hand
|sfx=Punch
|slvl=L
}}
{{UltimateHitboxTableRow
|id=1
|damage={{ChargedSmashDmgSSBU|14}}
|sd=0
|angle=361
|bk=30
|ks=101
|fkv=0
|r=3.5
|bn=armr
|xpos=1.0
|ypos=0.0
|zpos=0.0
|type=Hand
|ff=1.0
|effect=Normal
|sfx=Punch
|slvl=L
}}
{{UltimateHitboxTableRow
|id=2
|damage={{ChargedSmashDmgSSBU|14}}
|sd=0
|angle=361
|bk=30
|ks=101
|fkv=0
|r=2.5
|bn=shoulderr
|xpos=-1.0
|ypos=0.0
|zpos=0.0
|type=Hand
|ff=1.0
|effect=Normal
|sfx=Punch
|slvl=L
}}
{{HitboxTableTitle|Angled down|24}}
{{UltimateHitboxTableRow
|id=0
|damage={{ChargedSmashDmgSSBU|14}}
|sd=0
|angle=361
|bk=30
|ks=101
|fkv=0
|r=4.5
|bn=handr
|xpos=4.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Hand
|sfx=Punch
|slvl=L
}}
{{UltimateHitboxTableRow
|id=1
|damage={{ChargedSmashDmgSSBU|14}}
|sd=0
|angle=361
|bk=30
|ks=101
|fkv=0
|r=3.5
|bn=armr
|xpos=1.0
|ypos=0.0
|zpos=0.0
|type=Hand
|ff=1.0
|effect=Normal
|sfx=Punch
|slvl=L
}}
{{UltimateHitboxTableRow
|id=2
|damage={{ChargedSmashDmgSSBU|14}}
|sd=0
|angle=361
|bk=30
|ks=101
|fkv=0
|r=2.5
|bn=shoulderr
|xpos=-1.0
|ypos=0.0
|zpos=0.0
|type=Hand
|ff=1.0
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
Line 203: Line 79:
|-
|-
!Animation length
!Animation length
|?
|57
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=12|e=LagChargeS}}{{FrameStrip|t=Lag|c=5|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=27}}{{FrameStrip|t=Interruptible|c=1}}
{{FrameStrip|t=Lag|c=12|e=LagChargeS}}{{FrameStrip|t=Lag|c=5|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=27}}{{FrameStrip|t=Interruptible|c=10}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}}


{{MvSubNavMario|g=SSBU}}
{{MvSubNavSonic|g=SSBU}}
[[Category:Mario (SSBU)]]
[[Category:Sonic (SSBU)]]
[[Category:Forward smashes (SSBU)]]
[[Category:Forward smashes (SSBU)]]

Latest revision as of 00:03, March 25, 2024

Sonic forward smash hitbox visualizations
SonicFSmashUpSSBU.gif
SonicFSmashSSBU.gif
SonicFSmashDownSSBU.gif
Due to model scaling issues,

the hitboxes jitter around and aren't accurate.

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

Overview[edit]

The Wind-Up Punch from Sonic the Fighters. It has high knockback growth, deceptive range (outspacing several other disjointed moves[1]), and can be angled, all of which make it one of Sonic's most viable KOing options and can be used to two-frame opponents at the ledge when angled downward. Sonic's hurtbox extends only to his wrist when performing the move, making it somewhat disjointed. Because of this disjointed range, it can clang with most projectiles, and beat out many non-disjointed moves. It is also relatively safe on shield when spaced. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. Like most forward smashes, it also has noticeable start-up and ending lag, making it risky if used unwisely.

Hitboxes[edit]

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 14.0% 0 Sakurai angle Forward 30 101 0 HitboxTableIcon(False).png 4.5 handr 4.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 14.0% 0 Sakurai angle Forward 30 101 0 HitboxTableIcon(False).png 3.5 armr 1.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 14.0% 0 Sakurai angle Forward 30 101 0 HitboxTableIcon(False).png 2.5 shoulderr -1.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Charges between 12-13
Hitboxes 18-20
Interruptible 48
Animation length 57
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(LagChargeS).pngFrameIcon(LagChargeE).png
Charge interval
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Interruptible).png
Interruptible