Mega Man (SSBU)/Forward smash
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Overview[edit]
Hitboxes[edit]
Compared to other smash attacks, Mega Man's forward smash has a lower maximum charge damage multiplier, capping at 1.3× instead of 1.4×, and can only be held for up to 60 frames after reaching full charge instead of 120 frames.
Timing[edit]
Charges between | 9-10 |
---|---|
Hitbox (minimum charge) | 19-42 |
Hitbox (maximum charge) | 19-48 |
Interruptible | 55 |
Animation length | 84 |
Minimum | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Maximum | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Mega Man |
Lag time |
Charge interval |
Hitbox |
Prop event |
Interruptible |
Charge Shot parameters[edit]
All values except X offset scale linearly from no charge to full charge.
X offset | 8u |
---|---|
Lifetime | 24 to 30 frames |
Size multiplier | 1 to 2.7 |
Travel speed | 2 to 2.9 |
Trivia[edit]
- While the hitbox has a 0.32× shieldstun multiplier assigned, it never takes effect in game, instead using the projectile shieldstun multiplier of 0.29×. This is because, for smash attacks and aerial attacks that are also projectiles, the projectile shieldstun multiplier is given priority over any others, causing move-specific ones to be ignored as well.