SSBU Icon.png

Steve (SSBU)/Floor attack (front)

Hitbox visualization showing Steve's getup attack when laying on his front.
Hitbox visualization showing Steve's getup attack when laying on his front without a sword.
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.

OverviewEdit

HitboxesEdit

Each hit with a sword uses up 2 durability points, out of a maximum of 25 for a Wood or Gold sword, 40 for a Stone sword, and 50 for an Iron or Diamond sword.

Wood & 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
Hit 1
0 0 0 7.0% 8.0   Standard 80 48 0   5.0 top 0.0 5.0 -12.0 to -5.0 1.0× 1.0× 0%               Punch   All All            
Hit 2
0 0 0 7.0% 8.0   Standard 80 48 0   5.0 top 0.0 5.0 12.0 to 5.0 1.0× 1.0× 0%               Punch   All All            

Iron, Gold & 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
Hit 1
0 0 0 7.0% 8.0   Standard 80 48 0   5.0 top 0.0 5.0 -12.0 to -5.0 1.0× 1.0× 0%               Slash   All All            
Hit 2
0 0 0 7.0% 8.0   Standard 80 48 0   5.0 top 0.0 5.0 12.0 to 5.0 1.0× 1.0× 0%               Slash   All All            

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
Hit 1
0 0 0 7.0% 8.0   Standard 80 48 0   5.0 top 0.0 5.0 -7.5 to -5.0 1.0× 1.0× 0%               Punch   All All            
Hit 2
0 0 0 7.0% 8.0   Standard 80 48 0   5.0 top 0.0 5.0 7.5 to 5.0 1.0× 1.0× 0%               Punch   All All            

TimingEdit

Intangibility 1-22
Hit 1 16-17
Hit 2 21-22
Interruptible 46
Animation length 46
                                                                                           
                                                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible
 
Interruptible