SSBU Icon.png

Zero Suit Samus (SSBU)/Forward smash

Zero Suit Samus forward smash hitbox visualizations
ZSSFSmashUpSSBU.gif
ZSSFSmashSSBU.gif
ZSSFSmashDownSSBU.gif
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

Update HistoryEdit

  2.0.0

  •   Forward smash now has a sourspot at close range.

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
Hit 1
0 0 0 5.0% 0   Forward 0 100 35   4.0 kneer 7.0 0.0 0.0 1.0× 0.0× 0%               Kick   All All            
1 0 0 5.0% 0   Forward 0 100 68   4.0 kneer 0.5 0.0 0.0 1.0× 0.0× 0%               Kick   All All            
2 0 0 5.0% 0   Forward 0 100 72   3.5 legr 0.0 0.0 0.0 1.0× 0.0× 0%               Kick   All All            
3 0 0 5.0% 0   Forward 0 90 38   4.0 kneer 7.0 0.0 0.0 1.0× 0.0× 0%               Kick   All All            
4 0 0 5.0% 0   Forward 0 90 60   4.0 kneer 0.5 0.0 0.0 1.0× 0.0× 0%               Kick   All All            
5 0 0 5.0% 0   Forward 0 90 67   3.5 legr 0.0 0.0 0.0 1.0× 0.0× 0%               Kick   All All            
Hit 2
0 0 0 11.0% 0   Forward 28 106 0   3.2 footl 3.5 -0.2 -0.2 1.5× 1.0× 0%               Fire   All All            
1 0 0 11.0% 0   Forward 28 97 0   5.7 footl 1.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
2 0 0 11.0% 0   Forward 28 97 0   4.2 kneel 0.5 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
3 0 0 11.0% 0   Forward 28 97 0   3.7 legl 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            

TimingEdit

The attack's angle is decided on frame 22, instead of the charge interval like other forward smashes, and only affects the second hit.

Charges between 9-10
Hit 1 13-14
Angle check 22
Hit 2 26-28
Interruptible 65
Animation length 83
                                                                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
State change
 
Interruptible