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Hitbox visualizations
No sword |
Non-Gold sword |
Gold sword
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Overview
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Hitboxes
Each hit with a sword uses up durability points. More specifically:
- A Wood sword hit uses up 9 points, out of a maximum of 25.
- A Stone sword hit uses up 14 points, out of a maximum of 40.
- An Iron or Diamond sword hit uses up 14 points, out of a maximum of 50.
- An Gold sword hit uses up 18 points, out of a maximum of 25.
No sword
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
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0 |
0 |
0 |
12.0% |
0 |
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Forward |
20 |
85 |
0 |
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3.8 |
top |
0.0 |
8.0 |
6.0 |
1.1× |
1.0× |
0% |
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Punch |
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All |
All |
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1 |
0 |
0 |
12.0% |
0 |
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Forward |
20 |
85 |
0 |
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4.4 |
top |
0.0 |
8.0 |
10.0 |
1.1× |
1.0× |
0% |
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Punch |
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All |
All |
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Wood
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
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0 |
0 |
0 |
15.0% |
0 |
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Forward |
34 |
85 |
0 |
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3.8 |
top |
0.0 |
8.0 |
6.0 |
1.1× |
1.0× |
0% |
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Punch |
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All |
All |
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1 |
0 |
0 |
15.0% |
0 |
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Forward |
34 |
85 |
0 |
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4.4 |
top |
0.0 |
8.0 |
10.0 |
1.1× |
1.0× |
0% |
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Punch |
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All |
All |
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2 |
0 |
0 |
15.0% |
0 |
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Forward |
34 |
85 |
0 |
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4.6 |
top |
0.0 |
8.0 |
14.5 |
1.1× |
1.0× |
0% |
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Punch |
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All |
All |
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Stone
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
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0 |
0 |
0 |
16.5% |
0 |
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Forward |
34 |
85 |
0 |
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3.8 |
top |
0.0 |
8.0 |
6.0 |
1.1× |
1.0× |
0% |
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Punch |
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All |
All |
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1 |
0 |
0 |
16.5% |
0 |
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Forward |
34 |
85 |
0 |
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4.4 |
top |
0.0 |
8.0 |
10.0 |
1.1× |
1.0× |
0% |
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Punch |
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All |
All |
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2 |
0 |
0 |
16.5% |
0 |
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Forward |
34 |
85 |
0 |
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4.6 |
top |
0.0 |
8.0 |
14.5 |
1.1× |
1.0× |
0% |
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Punch |
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All |
All |
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Iron
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
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0 |
0 |
0 |
18.0% |
0 |
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Forward |
34 |
85 |
0 |
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3.8 |
top |
0.0 |
8.0 |
6.0 |
1.1× |
1.0× |
0% |
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Slash |
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All |
All |
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1 |
0 |
0 |
18.0% |
0 |
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Forward |
34 |
85 |
0 |
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4.4 |
top |
0.0 |
8.0 |
10.0 |
1.1× |
1.0× |
0% |
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Slash |
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All |
All |
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2 |
0 |
0 |
18.0% |
0 |
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Forward |
34 |
85 |
0 |
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4.6 |
top |
0.0 |
8.0 |
14.5 |
1.1× |
1.0× |
0% |
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Slash |
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All |
All |
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Gold
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
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0 |
0 |
0 |
15.0% |
0 |
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Forward |
34 |
101 |
0 |
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3.8 |
top |
0.0 |
8.0 |
6.0 |
1.1× |
1.0× |
0% |
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Slash |
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All |
All |
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1 |
0 |
0 |
15.0% |
0 |
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Forward |
34 |
101 |
0 |
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4.4 |
top |
0.0 |
8.0 |
10.0 |
1.1× |
1.0× |
0% |
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Slash |
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All |
All |
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2 |
0 |
0 |
15.0% |
0 |
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Forward |
34 |
101 |
0 |
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4.6 |
top |
0.0 |
8.0 |
14.5 |
1.1× |
1.0× |
0% |
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Slash |
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All |
All |
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Diamond
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
0 |
0 |
0 |
20.25% |
0 |
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Forward |
34 |
90 |
0 |
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3.8 |
top |
0.0 |
8.0 |
6.0 |
1.1× |
1.0× |
0% |
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Slash |
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All |
All |
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1 |
0 |
0 |
20.25% |
0 |
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Forward |
34 |
90 |
0 |
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4.4 |
top |
0.0 |
8.0 |
10.0 |
1.1× |
1.0× |
0% |
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Slash |
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All |
All |
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2 |
0 |
0 |
20.25% |
0 |
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Forward |
34 |
90 |
0 |
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4.6 |
top |
0.0 |
8.0 |
14.5 |
1.1× |
1.0× |
0% |
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Slash |
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All |
All |
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Timing
Charges between
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5-6
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Hitboxes (Not Gold, Gold)
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13-15, 10-12
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Interruptible (Not Gold, Gold)
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44, 36
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Animation length (Not Gold, Gold)
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47, 38
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Trivia
- In competitive play, the diamond variant of the move is often nicknamed the "Jake Smash" due to its frequent usage by Jake as a conditioning tool.
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Steve's moveset
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