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Sonic (SSBU)/Forward smash

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

the hitboxes jitter around and aren't accurate.

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OverviewEdit

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.

HitboxesEdit

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   Forward 30 101 0   4.5 handr 4.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 14.0% 0   Forward 30 101 0   3.5 armr 1.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 14.0% 0   Forward 30 101 0   2.5 shoulderr -1.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            

TimingEdit

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