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Hitbox visualization showing Steve's down throw, without an anvil.
Hitbox visualization showing Steve's down throw, with an anvil.

OverviewEdit

Throw and Hitbox DataEdit

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
Anvil searchbox
0 1 10 0.0% 0   Standard 30 50 0   4.8 trans 0.0 3.8 0.0 1.0× 1.0× 0%               None   All All            
Anvil hitbox
0 0 0 7.0% 0   Standard 40 80 0   4.8 trans 0.0 3.8 0.0 1.0× 1.0× 0%               Heavy   All All            
Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw
Throw 0 8.0%   Forward 50 74 0 0.0×       None
Break 0 3.0%   Forward 40 100 0 0.0×       None

TimingEdit

The move uses up one unit of iron, out of three Steve starts each stock with, and a maximum of 100 units shared with dirt, wood, and stone. The move still executes if used with no iron left, but the anvil does not appear.

Invincibility 1-20
Anvil generated 5
Anvil searchbox 6-14, 23-37
Anvil hitbox 15-22
Throw release 20
Interruptible 30
Animation length 38
                                                                           
                                                                           
                                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Invincible
  
Prop event
  
Throw point
 
Interruptible
 
Searchbox

Anvil parametersEdit

Initial vertical speed 1.5
Gravity 0.3
Falling speed 3

TriviaEdit

  • The inert hitbox on the anvil prior to the main hitbox is a knockback-dealing windbox. This makes it the only inert hitbox in the game capable of dealing knockback.