Super Smash Bros. series
This article's title is unofficial.

Forward smash: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
Tag: Mobile edit
mNo edit summary
 
(194 intermediate revisions by 100 users not shown)
Line 1: Line 1:
{{ArticleIcons|allgames=y}}
{{ArticleIcons|series=y|unofficial=y}}
[[File:Mario Side Smash SSBM.gif|thumb|Mario using his forward smash in ''[[Melee]]'']]
[[File:MarthForwardSmashSSBB.jpg|thumb|Marth using his forward smash in ''[[Brawl]]'']]
[[File:Mariosmashattack.jpg|thumb|Mario using his forward smash in ''[[Brawl]]''.]]
[[File:Corrin Screen 6.jpg|thumb|Corrin using his forward smash in ''[[Smash 4]]''.]]
A '''forward smash''', officially '''side smash attack''', also dubbed '''f-smash''' by the community, is a [[smash attack]] that any character can perform by tapping the [[control stick]] or [[d-pad]] in [[Super Smash Bros. 64]] in a horizontal direction and pressing the attack button immediately afterward or simultaneously, or by tilting the [[C-Stick]] in a horizontal direction, though the latter does not work in the single-player modes of ''[[Super Smash Bros. Melee]]'' as it instead is used to move the camera. In ''Melee'', ''Brawl'' and ''Smash 4'', forward smashes can be charged for a maximum of one second (60 frames; 59 in ''Melee''), resulting in higher damage and [[knockback]].
A '''forward smash''', abbreviated '''f-smash''' and officially known as a '''side smash attack''' ({{ja|横スマッシュ攻撃|Yoko sumasshu kōgeki}}), is a [[smash attack]] that any character can perform by tapping the [[control stick]] in a horizontal direction and pressing the attack button immediately afterward or simultaneously, or by tilting the [[C-Stick]] in a horizontal direction (except in ''Melee''{{'}}s single-player modes). Forward smashes typically are strong strikes with a large hitbox directly in front of the character, sometimes shifting them forward a significant distance as well. Some characters even have forward smashes that contain super armor under certain conditions. Starting in ''Melee'', forward smashes can be [[charge]]d for a maximum of one second (or 60 [[frame]]s), resulting in up to 1.4× the [[damage]] and [[knockback]]. In ''Ultimate'', with some exceptions, they can be held for an additional two seconds (120 frames) upon reaching full charge, with the total being 3 seconds (180 frames).


The window in which the player can perform this technique after tapping the Control Stick forward is 3 frames; as this inputs a [[dash]] if not initiated properly, pressing the attack button in the last frame possible results in a [[small step forward smash]]. Like [[forward tilt]]s, certain forward smashes can be performed at three different [[Angling|angles]] depending on where the control stick is directed, directing the attack in that diagonal direction. While the player needs to tap the Control Stick at that exact angle in ''Smash 64'' and ''Melee'', in ''Brawl'' it is possible by just charging the smash and then tilting the Stick in the desired direction. This cannot be done with the C-Stick.
After tapping the control stick forwards, there is a 3-frame window wherein a forward smash can be performed. If the attack button is pressed too late, a [[dash attack]] will be performed instead. Pressing the attack button on the last possible frame results in a [[small step forward smash]]. In all games except ''[[Super Smash Bros. Brawl]]'', forward smashes can be [[pivot]]ed.


==List of forward smashes in ''[[Super Smash Bros.]]''==
Like [[forward tilt]]s, certain forward smashes can be [[Angling|angle]]d in up to 3 directions; a select few forward smashes in ''Smash 64'', however, can be angled in up to 5 directions. In ''Smash 64'' and ''Melee'', the control stick or c-stick must be tapped in the desired angle at the start of the move to angle it. From ''Brawl'' onwards, however, the attack can be angled by holding the control stick or C-stick in the desired angle as the move's charging period ends.
{|class="wikitable"
!Character
!Description
!Damage
|-
|{{SSB|Captain Falcon}}|| Delivers a spinning side kick imbued with [[Flame|fire]] that has incredible reach. The fifth most powerful forward smash along with Ness and Pikachu, knockback wise.|| 18%
|-
|{{SSB|Donkey Kong}}|| Brings his hand behind himself, then slaps the foe hard. Incredibly strong (the second strongest in terms of knockback), but one of the slowest smashes in this game, and also the slowest forward smash.|| 20%
|-
|{{SSB|Fox}}|| Fox spin kicks, lunging forward onto the ground. Not an outstanding KO move, but good speed and decent range.|| 17%
|-
|{{SSB|Jigglypuff}}|| Performs a lunging kick similar to Kirby's forward smash in terms of speed.|| 16% (clean), 13% (late)
|-
|{{SSB|Kirby}}|| A furious spin kick with good range, speed, and power. In terms of knockback, it is the most powerful forward smash in the game.|| 17% (clean), 13% (late)
|-
|{{SSB|Link}}|| Slashes from top to bottom. Deals good damage and has nice reach.|| 20% (center), 8% (tip). Deals 24% in the PAL version.
|-
|{{SSB|Luigi}}|| A huge, powerful punch attack similar to Mario's forward smash. Weaker, but has less ending lag.|| 15%
|-
|{{SSB|Mario}}|| Winds up to deliver a powerful punch with an enlarged fist. Slow, but a great KO move.|| 17%
|-
|{{SSB|Ness}}|| Swings his baseball bat for a powerful attack. Can also [[reflect]] projectiles.|| 18%
|-
|{{SSB|Pikachu}}|| Lets loose a powerful jolt of a electricity for great damage. Has a disjointed hitbox. Powerful, but has a slow startup.|| 18%
|-
|{{SSB|Samus}}|| Punches with her arm cannon. A quick attack with fair knockback.|| 18%
|-
|{{SSB|Yoshi}}|| Slams the foe with his head. Comparable to Mario's forward smash in terms of speed (the fourth most powerful forward smash).|| 18%
|}


==List of forward smashes in ''[[Super Smash Bros. Melee]]''==
==List of forward smashes==
{|class="wikitable"
{| class="wikitable"
!Character
!Description
!Damage
|-
|{{SSBM|Bowser}}|| Rears his head back, then headbutts forward. Noticeably long start-up, but definitely the strongest smash attack in ''Melee''.|| {{ChargedSmashDmgSSBM|24}}.
|-
|{{SSBM|Captain Falcon}}|| Thrusts his elbow forward. Good knockback with a [[flame]] effect, but considerable starting lag. The third strongest forward smash. Can be angled.|| {{ChargedSmashDmgSSBM|20}}, deals {{ChargedSmashDmgSSBM|1}} more angled up and {{ChargedSmashDmgSSBM|2}} less angled down.
|-
|{{SSBM|Donkey Kong}}|| Claps forward with surprising range and great knockback. Hitbox is located at Donkey Kong's hands.|| {{ChargedSmashDmgSSBM|20}}.
|-
|{{SSBM|Dr. Mario}}|| Extends his palm, unleashing a powerful blast. Similar to Mario's forward smash, but has more knockback, less range and is stronger when used close to him as well as having an electric hitbox as opposed to Mario's fire.||{{ChargedSmashDmgSSBM|19}}, same damage changes as Mario's.
|-
|{{SSBM|Falco}}|| Performs a kicking attack much like Fox's, although it is stronger and has more knockback. The late hitbox sends the opponent vertically.|| {{ChargedSmashDmgSSBM|17}} (clean), {{ChargedSmashDmgSSBM|14}} (late)
|-
|{{SSBM|Fox}}|| Does a spinning kick while jumping forward. A rather quick move, with enough power to make it a viable finisher, and like Falco's forward smash, the late hitbox sends opponents vertically. However, it is weaker than Falco's and has less range.|| {{ChargedSmashDmgSSBM|15}} (clean), {{ChargedSmashDmgSSBM|12}} (late)
|-
|{{SSBM|Ganondorf}}|| Lunges forward with an elbow thrust, much like Captain Falcon. Deals high damage with a [[darkness]] effect, and can be angled. Enemies are sent flying upwards. Second strongest forward smash (only Bowser's is stronger).||{{ChargedSmashDmgSSBM|22}}, deals {{ChargedSmashDmgSSBM|2}} more angled up and {{ChargedSmashDmgSSBM|3}} less angled down.
|-
|{{SSBM|Ice Climbers}}|| Smash both hammers forward. Huge damage and knockback, dealing more damage than Bowser if they are together, still decent if apart.||{{ChargedSmashDmgSSBM|14}} leader, {{ChargedSmashDmgSSBM|13}} partner.
|-
|-
|{{SSBM|Jigglypuff}}|| Lunges forward while kicking. Some start-up lag, but strong nonetheless.|| {{ChargedSmashDmgSSBM|17}} (clean), {{ChargedSmashDmgSSBM|14}} (late)
! Character !! Description !! Angleable
|-
|-
|{{SSBM|Kirby}}|| Jumps forward while kicking. Good reach.||{{ChargedSmashDmgSSBM|15}} (clean), {{ChargedSmashDmgSSBM|13}} (late)
|[[Banjo]] & [[Kazooie]]||Performs the Breegull Bash, where Banjo grabs Kazooie by her legs and slams her on the ground in front of him.||{{n|16}}
|-
|-
|{{SSBM|Link}}|| Slashes forward. The player can perform a second, stronger smash by hitting the A button or C-Stick immediately following the first attack. Decent reach on both slashes. The first hit has knockback growth, so at above 30%, it's impossible to land the second, stronger hit.||{{ChargedSmashDmgSSBM|14}} then {{ChargedSmashDmgSSBM|13}}.
|[[Bayonetta]]||Creates a portal just behind her to summon [[Madama Butterfly]]'s fist for a forward punch.||{{GameIcon|SSB4}} {{n|16}}<br>{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSBM|Luigi}}|| Performs a horizontal spearhand. A quick move that can be angled up or down. Weak at low precentages, but has the highest knockback scaling of all forward smashes.|| {{ChargedSmashDmgSSBM|13}}, deals {{ChargedSmashDmgSSBM|2}} more angled up and {{ChargedSmashDmgSSBM|1}} less angled down.
|[[Bowser]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Rears back and then swings his head downwards, horns-first.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Jumps and attacks with a two-footed dropkick.||{{n|16}}
|-
|-
|{{SSBM|Mario}}|| Releases a blast of fire from his extended palm. Poor range, yet very powerful and very quick, with the fireball sweetspot dealing more damage and knock back. This move can also be angled.|| {{ChargedSmashDmgSSBM|19}} sweetspot, {{ChargedSmashDmgSSBM|14}} sourspot. Deals {{ChargedSmashDmgSSBM|1}} more angled up, and {{ChargedSmashDmgSSBM|2}} less angled down.
|[[Bowser Jr.]]||Deploys two drills from the Koopa Clown Car and closes them in on the area in front of himself, hitting several times.||{{y|16}}
|-
|-
|{{SSBM|Marth}}|| This is considered by many to be the best forward smash in ''Melee''. Marth slashes quickly from top to bottom, with a powerful sweet spot at the sword's tip. It is very fast, and gives good range.||{{ChargedSmashDmgSSBM|20}} tipped, {{ChargedSmashDmgSSBM|14}} base.
|[[Byleth]]||Stabs forwards with [[Areadbhar]].||{{y|16}}
|-
|-
|{{SSBM|Mewtwo}}|| Blasts psychic energy from its palms. Decent reach, but has a sourspot with weak knockback.||{{ChargedSmashDmgSSBM|18}} (sweetspot), {{ChargedSmashDmgSSBM|12}} (sourspot)
|[[Captain Falcon]]||{{GameIcon|SSB}} Throws a flaming side kick.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Leans into a forward elbow thrust.<br/>{{GameIcon|SSBU}} Assumes a wide stance and slams his forearm forwards.||{{y|16}}
|-
|-
|{{SSBM|Mr. Game & Watch}}|| Hits the foe with a fire poker. Slow, but strong, with a long-lasting hitbox.||{{ChargedSmashDmgSSBM|18}}
|[[Charizard]]||Performs a powerful swinging headbutt.||{{n|16}}
|-
|-
|{{SSBM|Ness}}|| Swings his famous baseball bat. A powerful move which can even reflect projectiles. Sweetspot is located at the bat's tip, it is the third strongest forward smash besides the Ice Climbers duo.|| {{ChargedSmashDmgSSBM|17}} (sourspot), {{ChargedSmashDmgSSBM|23}} (sweetspot)
|[[Chrom]]||A two-handed, downward slash.||{{n|16}}
|-
|-
|{{SSBM|Peach}}|| Swings forward one of three items - golf club, tennis racket, or frying pan. All three items have a disjointed hitbox. The racket sends opponents flying horizontally stronger than the others, yet is the weakest damage-wise. The frying pan deals the most damage and launches opponents vertically. The golf club is the weakest in terms of knockback and is only slightly stronger than the racket, yet it has the longest range.||Frying pan {{ChargedSmashDmgSSBM|19}}; Tennis racket {{ChargedSmashDmgSSBM|14}}; Golf club {{ChargedSmashDmgSSBM|15}}.
|[[Cloud]]||Performs a series of three fast slashes with the Buster Sword.||{{n|16}}
|-
|-
|{{SSBM|Pichu}}|| Zaps the foe with electricity from its cheeks, like Pikachu, but with less range. This move, however, scores multiple hits, and the last hit deals high knockback.||6 hits: {{ChargedSmashDmgSSBM|15}} total.
|[[Corrin]]||Transforms his arm into a draconic spear hand and performs a long-ranged forward stab.||{{y|16}}
|-
|-
|{{SSBM|Pikachu}}|| Looses a thunder jolt from its cheeks. Great knockback and disjointed hitbox, but some start-up lag.||{{ChargedSmashDmgSSBM|21}}
|[[Daisy]]||Swings upwards and inwards with either a golf club, tennis racket, or frying pan.||{{y|16}}
|-
|-
|{{SSBM|Roy}}|| Much like Marth's, a huge vertical slash. Roy's, however, is slightly slower, but with amazingly strong knockback. It is however much weaker when hitting with the tip.||{{ChargedSmashDmgSSBM|20}} center, {{ChargedSmashDmgSSBM|13}} tip.
|[[Dark Pit]]||Performs a simple two-hitting combo of slashes.||{{n|16}}
|-
|-
|{{SSBM|Samus}}|| Punches forward with her arm cannon. Quick, but not impressively strong. Can be angled.||{{ChargedSmashDmgSSBM|14}}, deals {{ChargedSmashDmgSSBM|2}} more damage angled up and {{ChargedSmashDmgSSBM|1}} less angled down.
|[[Dark Samus]]||Thrusts her arm cannon forwards alongside a burst of phazon.||{{y|16}}
|-
|-
|{{SSBM|Sheik}}|| Performs two rolling kicks forward. The first kick usually leads right into the second, which does decent knockback.||{{ChargedSmashDmgSSBM|6}} then {{ChargedSmashDmgSSBM|9}}.
|[[Diddy Kong]]||Throws a pair of spinning backhands, one immediately after the other.||{{n|16}}
|-
|-
|{{SSBM|Yoshi}}|| Slams horizontally with his head. Some start-up lag, but good knockback power. Yoshi's head is intangible for a short period during the attack. Can be angled.||{{ChargedSmashDmgSSBM|16}}, deals {{ChargedSmashDmgSSBM|1}} more angled up and {{ChargedSmashDmgSSBM|2}} less angled down.
|[[Donkey Kong]]||{{GameIcon|SSB}} Reels his hand back and thrusts it forward.<br>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Leans forwards and claps his hands together.||{{GameIcon|SSB}} {{y|16}}<br>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} {{n|16}}
|-
|-
|{{SSBM|Young Link}}|| Like Link's, this smash has a second available hit. This one is a bit faster with more horizontal knockback. The first hit is also weaker, so it is easy to trap foes and land both hits.||{{ChargedSmashDmgSSBM|10}} then {{ChargedSmashDmgSSBM|7}}; {{ChargedSmashDmgSSBM|17}} total.
|[[Dr. Mario]]||Thrusts his palm forwards and unleashes an electric explosion.||{{y|16}}
|-
|-
|{{SSBM|Zelda}}|| Zaps the foe with magic from her extended hands. Somewhat quick with slightly disjointed hitbox. Multiple hits.||5 hits: {{ChargedSmashDmgSSBM|15}} total.
|[[Duck Hunt]]||The unseen gunman fires off three consecutive shots of increasing distance from the dog and duck, who comically try to dodge them.||{{n|16}}
|}
 
 
==List of forward smashes in ''[[Super Smash Bros. Brawl]]''==
{|class="wikitable"
!Character
!Description
!Damage
|-
|-
|{{SSBB|Bowser}}|| Bowser reels back and headbutts forward. The most damaging forward smash in the game (does 46% damage fully charged) and has very high knockback and range, but since it has a long lag during start-up and cool-down, its effectiveness is limited.|| {{ChargedSmashDmgSSBB|10}} (hit 1), {{ChargedSmashDmgSSBB|23}}/{{ChargedSmashDmgSSBB|21}} (hit 2)
|[[Falco]]||{{GameIcon|SSBM}} Throws a jumping cartwheel kick.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Swipes downwards with both wings.||{{n|16}}
|-
|-
|{{SSBB|Captain Falcon}}|| Thrusts his elbows in a somewhat slow motion. It received a huge power and speed nerf from ''Melee''. However, it is still powerful. It still has its psuedo-counter effect from ''Melee''.|| {{ChargedSmashDmgSSBB|20}} (high), {{ChargedSmashDmgSSBB|19}} (mid), {{ChargedSmashDmgSSBB|18}} (low)
|[[Fox]]||{{GameIcon|SSB}} Jumps forwards while performing a spinning dropkick.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Throws a jumping cartwheel kick.||{{n|16}}
|-
|-
|{{SSBB|Charizard}}|| Charizard while it rams its head forward and upwards, dealing two hits. It has long range, and amazing knockback, making it a great KO move, but it does have some start-up lag that accounts for this power.|| {{ChargedSmashDmgSSBB|5}} (hit 1), {{ChargedSmashDmgSSBB|17}} (hit 2)
|[[Ganondorf]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Leans into a forward elbow thrust.<br/>{{GameIcon|SSBU}} Pulls out the SpaceWorld 2000 sword and slams it onto the ground in front of himself.||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{y|16}}<br>{{GameIcon|SSBU}} {{n|16}}
|-
|-
|{{SSBB|Diddy Kong}}|| Diddy Kong slaps in front of him while spinning around, hitting first with a weak right arm then again with a strong left arm. It's also possible to smash DI the first hit to avoid being hit by the 2nd slap. ||{{ChargedSmashDmgSSBB|5}} (hit 1), {{ChargedSmashDmgSSBB|13}} (hit 2)
|[[Greninja]]||Performs an inward reverse-grip slash with a water blade.||{{n|16}}
|-
|-
|{{SSBB|Donkey Kong}}|| Donkey Kong claps his hands together in front of him. Has great knockback, especially when charged, and is quite quick compared to most smashes considering its power. It has long range despite not having a disjointed hitbox. The damage depends on where it hits.|| {{ChargedSmashDmgSSBB|18}}-{{ChargedSmashDmgSSBB|21}}
|[[Hero]]||Attacks with a two-handed, downward sword slash.||{{n|16}}
|-
|-
|{{SSBB|Falco}}|| Falco does a slashing cross-chop. The most powerful forward smash of the [[Space animals|Space Animals]], and very powerful in general. The attack is a bit slow and has some ending lag but it has pretty good range. It also has a huge sweetspot behind Falco. It is weak if hit by the tip.|| {{ChargedSmashDmgSSBB|15}} (clean), {{ChargedSmashDmgSSBB|10}} (late)
|[[Ice Climbers]]||Slam their hammers on the ground.||{{n|16}}
|-
|-
|{{SSBB|Fox}}|| Fox performs a powerful spinning kick. It has moderate knockback and range.|| {{ChargedSmashDmgSSBB|15}} (clean), {{ChargedSmashDmgSSBB|12}} (late)
|[[Ike]]||Lifts Ragnell over himself and slams it onto the ground.||{{n|16}}
|-
|-
|{{SSBB|Ganondorf}}|| Ganondorf jams his elbow forward, similar to Captain Falcon's Forward Smash. Deals darkness damage. Stronger than Captain Falcon's and with more range, but slightly slower. It can be angled but it doesn't have an effect on damage dealt. One of the strongest forward smashes in the game. The pivoted smash attack has more range than usual and has high shield stun. It has a disjointed hitbox. || {{ChargedSmashDmgSSBB|24}}
|[[Incineroar]]||Performs an {{s|wikipedia|Enzuigiri}}.||{{n|16}}
|-
|-
|{{SSBB|Ice Climbers}}|| The Ice Climbers overhead-swing their hammers to the ground. Does not deal as much knockback as in ''[[Melee]]''.||{{ChargedSmashDmgSSBB|13}}/{{ChargedSmashDmgSSBB|12}} (leader), {{ChargedSmashDmgSSBB|10}}/{{ChargedSmashDmgSSBB|9}} (partner)
|[[Inkling]]||Swings an Inkbrush forwards.||{{n|16}}
|-
|-
|{{SSBB|Ike}}|| Ike overhead-swings his sword forward to the ground. It is extremely powerful and has a great, disjointed range but is incredibly slow (it has about 30 frames start-up; the third longest) and terrible end lag (the longest out of any forward smash) if he misses like most of his moves. It is slightly weaker at the tip though it is still very powerful.|| {{ChargedSmashDmgSSBB|17}}-{{ChargedSmashDmgSSBB|22}}
|[[Isabelle]]||Cracks a party popper, causing an explosion of confetti in front of herself.||{{n|16}}
|-
|-
|{{SSBB|Ivysaur}}|| Ivysaur plants two vines on the floor and thrusts itself forward with a lot of force. Cannot be shield grabbed until after it gets on its feet. Good knockback makes it a decent finisher.|| {{ChargedSmashDmgSSBB|16}}
|[[Ivysaur]]||Plants its vines onto the ground and uses them to vault itself forwards for a full-body tackle.||{{y|16}}
|-
|-
|{{SSBB|Jigglypuff}}|| Similar to Kirby, Jigglypuff jump-kicks forward. It has more startup lag and less range than Kirby's, and deals less knockback but more damage.|| {{ChargedSmashDmgSSBB|16}} (clean), {{ChargedSmashDmgSSBB|13}} (late)
|[[Jigglypuff]]||Throws a jumping-forward side kick.||{{n|16}}
|-
|-
|{{SSBB|King Dedede}}|| King Dedede overhead-swings his hammer very slowly. This attack is disjointed. It is incredibly powerful when hitting by the tip in the air or by the head on the ground when sweetspoted. It has the highest knockback for a forward smash in the game when hitting with the sweetspots. However, it is also the forward smash with the slowest start up (43 frames) and is very weak when sourspotted. Less of a shockwave on the ground near the hammer. Strongest smash attack in the game.|| {{ChargedSmashDmgSSBB|13}} (early), {{ChargedSmashDmgSSBB|24}} (clean), {{ChargedSmashDmgSSBB|5}} (late)
|[[Joker]]||Swings his knife downwards in front of himself while leaning forwards. If active, Arsene swings both his arms downwards in an X-shaped slash.||{{n|16}}
|-
|-
|{{SSBB|Kirby}}|| Kirby lunges forward and jump-kicks. Quick start-up, good range, and huge knockback. It also can be angled.|| {{ChargedSmashDmgSSBB|16}} (clean high), {{ChargedSmashDmgSSBB|15}} (clean mid), {{ChargedSmashDmgSSBB|14}} (clean low), {{ChargedSmashDmgSSBB|13}} (late)
|[[Kazuya]]||Throws a powerful punch in his demon form.||{{n|16}}
|-
|-
|{{SSBB|Link}}|| Link swings his sword from side to side in front of him. This attack is a [[natural combo]], for the attack button/C-Stick can be hit again to deliver a second, more powerful hit. First hit is now more powerful than ''[[Melee]]''{{'}}s, so the second hit is harder to hit with. The first strike is stronger at the tip while the second hit is stronger when close-up. Under some circumstances, this can do more damage than Bowser's forward smash.|| {{ChargedSmashDmgSSBB|14}}-{{ChargedSmashDmgSSBB|15}} (hit 1), {{ChargedSmashDmgSSBB|17}}-{{ChargedSmashDmgSSBB|20}} (hit 2)
|[[Ken]]||Performs an inwards roundhouse kick.||{{n|16}}
|-
|-
|{{SSBB|Lucario}}|| Releases a burst of aura. Lucario's Aura ability does affect this attack; if Lucario is at low damage, it will be weak, while at high damage, it has great strength. It has some start up lag, but has [[IASA]] frames shortly after the hitbox ends allowing another forward smash to be started without cooldown. Very hard to punish.|| {{AuraDamageSSBB|14|c}} (arms), {{AuraDamageSSBB|16|c}} (blast)
|[[King Dedede]]||Lifts his hammer up and slams it onto the ground in front of himself.||{{n|16}}
|-
|-
|{{SSBB|Lucas}}|| Lucas quickly swings his stick forward. This can also reflect projectiles. Similar to Ness, but is faster. It is a bit less powerful (though it stil has good knockback), but only compared to the tip on Ness' bat, otherwise it is much better and more reliable to reflect projectiles with because of its speed. Even though weaker than Ness' baseball bat, it is an outstanding finisher if it connects.|| {{ChargedSmashDmgSSBB|15}}
|[[King K. Rool]]||Dons a boxing glove and punches straight forwards with it.||{{y|16}}
|-
|-
|{{SSBB|Luigi}}|| Luigi horizontally spears with his left hand. His second best KO move, with only his [[Fire Jump Punch]] surpassing it. It is very quick and deals a great amount of knockback, one of the most powerful in the game, despite its very poor damage. Like Mario's forward smash, it can be angled, and deals even more knockback when aimed upward. Even when uncharged, the attack can KO below 75% when angled upward.  When the opponent's damage goes above 260%, this move will have more knockback than a reverse Warlock Punch. When this move is used while [[Pivoting]], it has more power and is less [[lag]]gy. Due to its great horizontal and vertical knockback, Directional Influence does not have great effect on the knockback of this attack.|| {{ChargedSmashDmgSSBB|15}} (high), {{ChargedSmashDmgSSBB|14}} (mid), {{ChargedSmashDmgSSBB|13}} (low)
|[[Kirby]]||Throws a jumping-forward side kick.||{{GameIcon|SSB}} {{n|16}}<br>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSBB|Mario}}|| Mario pulls his left hand back over his shoulder and thrusts his palm forward, releasing a blast of fire. A quick, ranged smash, and also quite powerful, especially when sweetspotted. Slightly disjointed hitbox. Like from ''Melee'', the smash can be angled.|| {{ChargedSmashDmgSSBB|18}} (fire, up), {{ChargedSmashDmgSSBB|15}} (arm, up), {{ChargedSmashDmgSSBB|17}} (fire, straight), {{ChargedSmashDmgSSBB|14}} (arm, straight), {{ChargedSmashDmgSSBB|16}} (fire, down), {{ChargedSmashDmgSSBB|13}} (arm, down)
|[[Link]]||{{GameIcon|SSB}} Swings the Master Sword straight downwards to the ground.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Swings the Master Sword inward with both hands, then outward with one. A two-hit [[natural combo]], with the second slash requiring the A button to be pressed again.||{{n|16}}
|-
|-
|{{SSBB|Marth}}|| Marth swings his sword from behind to the front over his head. It is very fast (hits on frame 10), has a great disjointed range and is very powerful when opponents are hit at the tip of the sword. When uncharged, though, a good DI can make super-heavyweight characters, like Bowser, can survive up to 200% (when it´s not hit by the tip).|| {{ChargedSmashDmgSSBB|14}} (base), {{ChargedSmashDmgSSBB|19}} (tip)
|[[Little Mac]]||Throws a cross, a downwards body blow, or a wide-angled uppercut, depending on the angle.||{{y|16}}
|-
|-
|{{SSBB|Meta Knight}}|| Meta Knight pulls his sword back and slashes across with astounding force, dealing a good amount of knockback. One of Meta Knight's slowest finishers (24 frames start-up), although this attack is less laggy than most forward smashes due to almost no ending lag.|| {{ChargedSmashDmgSSBB|14}}
|[[Lucario]]||Leans forwards and performs a double palm thrust, blasting aura outwards alongside it.||{{n|16}}
|-
|-
|{{SSBB|Mr. Game & Watch}}|| Mr. Game & Watch overhead-swings a lighted match. Very powerful, with a long-lasting hitbox, making it difficult to punish.||{{ChargedSmashDmgSSBB|18}} (clean torch), {{ChargedSmashDmgSSBB|14}} (clean handle), {{ChargedSmashDmgSSBB|8}} (late)
|[[Lucas]]||Swings inwards with a stick. It can reflect projectiles if timed correctly.||{{n|16}}
|-
|-
|{{SSBB|Ness}}|| Ness swings his baseball bat forward, with significant start up lag. The tip of the bat is more powerful than the rest of it, and it can reflect projectiles. Great finisher.|| {{ChargedSmashDmgSSBB|18}} (base), {{ChargedSmashDmgSSBB|24}} (tip)
|[[Lucina]]||Swings Parallel Falchion straight downwards in a wide arc from behind her onto the ground in front of her.||{{n|16}}
|-
|-
|{{SSBB|Olimar}}|| Olimar commands a Pikmin to perform a ramming attack, causing it to fly forward while spinning. This attack has great range due to its disjointed hitbox, but only delivers powerful knockback only at close range, for strength decreases the farther the Pikmin travels. The knockback depends on the Pikmin used.|| R: {{ChargedSmashDmgSSBB|9}}-{{ChargedSmashDmgSSBB|15}}<br/>Y: {{ChargedSmashDmgSSBB|6}}-{{ChargedSmashDmgSSBB|13}}<br/>B: {{ChargedSmashDmgSSBB|6}}-{{ChargedSmashDmgSSBB|15}}<br/>W: {{ChargedSmashDmgSSBB|3}}-{{ChargedSmashDmgSSBB|9}}<br/>P: {{ChargedSmashDmgSSBB|13}}-{{ChargedSmashDmgSSBB|18}}<br/>
|[[Luigi]]||{{GameIcon|SSB}} Throws an enormous punch, inflating his fist.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Throws a straight horizontal spearhand.||{{y|16}}
|-
|-
|{{SSBB|Peach}}|| Peach swings with either a tennis racket, a golf club or a frying pan. Each weapon has varying knockback, damage and range. The tennis racket does little damage and has very weak knockback when sourspotted, but higher knockback when sweetspot, and is the strongest semi-spike in the game, enough to KO at mid percentage (from 60% onwards). The golf club has long range, and decent power. The frying pan does the most damage, but doesn't have much knockback and has short range. At above 50%, the frying pan has decent vertical knockback. At above 100%, the frying pan is able to star KO the opponent when fully charged. Tennis racket and golf club can be use for edgeguarding. All three of them possess disjointed hitboxes.|| {{ChargedSmashDmgSSBB|12}}/{{ChargedSmashDmgSSBB|13}} (racket), {{ChargedSmashDmgSSBB|15}} (club), {{ChargedSmashDmgSSBB|18}} (pan)
|[[Mario]]||{{GameIcon|SSB}} Throws an enormous punch, inflating his fist.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Unleashes a fiery explosion via a palm thrust.||{{y|16}}
|-
|-
|{{SSBB|Pikachu}}|| Releases a burst of electricity from its cheeks. It has a huge disjointed hitbox, but has noticeable start-up lag. The closer the opponent is to Pikachu, the more strength this attack has.|| {{ChargedSmashDmgSSBB|20}} (early), {{ChargedSmashDmgSSBB|17}} (mid), {{ChargedSmashDmgSSBB|14}}
|[[Marth]]||Swings Falchion straight downwards in a wide arc from behind him onto the ground in front of him.||{{n|16}}
|-
|-
|{{SSBB|Pit}}|| Slashes forward twice with bow swords. Very fast with good knockback when not [[Stale-Move Negation|stale]]. It is one of Pit's finishing moves.|| {{ChargedSmashDmgSSBB|7}} (hit 1), {{ChargedSmashDmgSSBB|12}} (hit 2)
|[[Mega Man]]||The Charge Shot; grips his Mega Buster, then charges and fires a shot from it. Its range and damage increases with the charge.||{{n|16}}
|-
|-
|{{SSBB|R.O.B.}}|| R.O.B. lets loose a blast of electric energy from his eyes. It has a disjointed hitbox, has knockback that is useful for setting up a spike, but is a tad weak for a forward smash. Can be angled.|| {{ChargedSmashDmgSSBB|14}} (base), {{ChargedSmashDmgSSBB|13}} (mid), {{ChargedSmashDmgSSBB|12}} (tip)
|[[Meta Knight]]||Draws Galaxia in, then performs a near-instantaneous outward slash with it.||{{n|16}}
|-
|-
|{{SSBB|Samus}}|| Samus shoves her arm cannon forward quickly but forcefully. It can be angled, but the attack is very weak even if it is angled upwards due to its below average knockback.|| {{ChargedSmashDmgSSBB|14}} (high), {{ChargedSmashDmgSSBB|13}} (mid), {{ChargedSmashDmgSSBB|12}} (low)
|[[Mewtwo]]||Unleashes a blast of darkness from its outstretched palms.||{{GameIcon|SSBM}}{{GameIcon|SSB4}} {{n|16}}<br>{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSBB|Sheik}}|| Sheik spin-kicks forward twice. The first kick has less knockback and easily combos into the second, more powerful kick.||{{ChargedSmashDmgSSBB|5}} (hit 1), {{ChargedSmashDmgSSBB|9}} (hit 2)
|[[Mii Brawler]]||Unleashes a powerful straight punch.||{{y|16}}
|-
|-
|{{SSBB|Snake}}|| Snake slowly fires an RPG-7 at his feet. Large hitbox, can OHKO if fully charged anyone except Bowser without directional influence and used from the extreme end of Final Destination. Almost no vertical knockback but the second slowest forward smash in the game (It hits on frames 41-43) and quite short range for a powerful attack, even though it's disjointed. Best used as a surprise attack because it also deals high amount of shield stun and its great knockback, especially when near the edge of the stage.|| {{ChargedSmashDmgSSBB|22}}
|[[Mii Gunner]]||Rapidly fires a stream of shots from the arm cannon.||{{n|16}}
|-
|-
|{{SSBB|Sonic}}|| Sonic punches in front of him. A good KO move, but it lacks in range and is slower than most of his other attacks. It can be angled. || {{ChargedSmashDmgSSBB|14}}
|[[Mii Swordfighter]]||Slashes downwards and inwards with their sword.||{{n|16}}
|-
|-
|{{SSBB|Squirtle}}|| Squirtle retracts into its shell and launches forward. Moderate knockback and damage. It has launch resistance frames.|| {{ChargedSmashDmgSSBB|14}}
|[[Min Min]]||Punches with her equipped ARM, with either a massive Megawatt punch, a curved Ramram strike, or a Dragon strike with an additional laser beam if held. Unlike the rest of the cast, she can only hold her side smash for 30 frames before it automatically comes out.||{{y|16}}
|-
|-
|{{SSBB|Toon Link}}|| Toon Link performs an attack which is similar to Link's Forward Smash, and also a natural combo. However, the first slash delivers set vertical [[knockback]], while the 2nd strike has good knockback, though it's evadable and can be blocked even if hit by the first strike.|| {{ChargedSmashDmgSSBB|10}} (hit 1), {{ChargedSmashDmgSSBB|13}} (hit 2 front), {{ChargedSmashDmgSSBB|11}} (hit 2 back)
|[[Mr. Game & Watch]]||Forcefully swings a flaming torch forwards; based on the ''Game & Watch'' minigame ''Fire Attack''.||{{n|16}}
|-
|-
|{{SSBB|Wario}}|| Wario performs a shoulder charge, similar to that of the Wario Land games. Poor range, but above-average strength and extremely fast for a forward smash (9 [[frame]] attack). Has some amount of [[launch resistance]] (on frames 8-12).|| {{ChargedSmashDmgSSBB|19}}
|[[Mythra]]||Forcefully swings the Aegis Sword downwards into the ground.||{{n|16}}
|-
|-
|{{SSBB|Wolf}}|| Wolf stretches his arms in front of his body and thrusts forward, then twists his claws. This attack moves Wolf along the ground, starts quickly, is the longest ranging forward smash in the game, and often strikes opponents twice, but delivers below average knockback and has noticeable cool-down time (The third weakest in the game).|| {{ChargedSmashDmgSSBB|5}} (hit 1), {{ChargedSmashDmgSSBB|10}} (hit 2)
|[[Ness]]||Swings inwards with a baseball bat. It can reflect projectiles if timed correctly.||{{n|16}}
|-
|-
|{{SSBB|Yoshi}}|| Yoshi thrusts his head forward. Decent knockback (comparable to Mario's forward smash). It can be angled, but is very hard to distinguish visually.|| {{ChargedSmashDmgSSBB|16}}
|[[Olimar]]||Commands his leading [[Pikmin]] to perform a spinning, leaping full-body tackle. The damage and knockback depends on the Pikmin commanded.||{{n|16}}
|-
|-
|{{SSBB|Zelda}}|| Zelda thrusts her arm out and lets loose a small burst of [[magic]], which sucks foes in and deals multiple hits. The last hit has a lot of knockback. This is quite quick, powerful, and has a  disjointed hitbox. Can be easily SDI'd out of.|| {{ChargedSmashDmgSSBB|1}} (hits 1-4), {{ChargedSmashDmgSSBB|13}} (hit 5)
|[[Pac-Man]]||Swings his palm forwards, summoning [[Ghosts|Blinky]] to perform a tackle.||{{n|16}}
|-
|-
|{{SSBB|Zero Suit Samus}}|| Whips forward with her plasma whip. Great range, but has noticeable startup lag. Large disjointed hitbox, and hits behind her too. Not as powerful as a regular forward smash.|| {{ChargedSmashDmgSSBB|10}}-{{ChargedSmashDmgSSBB|14}} (front), {{ChargedSmashDmgSSBB|6}} (back).
|[[Palutena]]||Summons a pair of ethereal wings and claps them together in front of herself.||{{n|16}}
|}
 
 
==List of forward smashes in ''[[Super Smash Bros. 4]]''==
{|class="wikitable"
!Character
!Description
!Damage
|-
|-
|{{SSB4|Bayonetta}} ||Bayonetta summons [[Madama Butterfly]] for an enormous punch. Possesses projectile properties, meaning that it can clash with aerials and jabs, but deals immense knockback, damage and has a huge hitbox.||{{ChargedSmashDmgSSB4|14}} (wrist), {{ChargedSmashDmgSSB4|16}} (fist)
|[[Peach]]||Swings upwards and inwards with either a golf club, tennis racket, or frying pan.||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br>{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSB4|Bowser}} ||Jumps forward and does a dropkick. Extremely powerful; can KO under 40% if fully charged while hitting clean, and is capable of KOing at even lower percentages if against a light character and in [[rage]]. If spaced properly, this smash can also hit opponents hanging on a ledge. Slow start up makes this smash hard to land in general.||Clean:{{ChargedSmashDmgSSB4|23}} (feet), {{ChargedSmashDmgSSB4|20}} (body)<br/>Late: {{ChargedSmashDmgSSB4|17}} (feet), {{ChargedSmashDmgSSB4|14}} (body)
|[[Pichu]]||Unleashes a multi-hitting electric spark from its cheeks.||{{n|16}}
|-
|-
|{{SSB4|Bowser Jr.}} ||Uses two drills on his opponents. Can be angled up or down. Only the last hit deals knockback, making it harder for opponents to predict when it will be safe to attempt a punish. ||{{ChargedSmashDmgSSB4|1}} (hits 1-5), {{ChargedSmashDmgSSB4|11}} (hit 6)
|[[Pikachu]]||Unleashes an electric spark from its cheeks.||{{n|16}}
|-
|-
|{{SSB4|Captain Falcon}} ||Rears back and lunges his elbow forward, burning opponents on contact. Can be angled up or down. Great reach makes this smash an effective punish on opponents who approach carelessly. ||High: {{ChargedSmashDmgSSB4|20}}<br/> Mid: {{ChargedSmashDmgSSB4|19}}<br/> Low: {{ChargedSmashDmgSSB4|20}}
|[[Piranha Plant]]||Transforms its head into that of a {{s|mariowiki|Prickly Piranha Plant}} and performs an inward-swinging headbutt.||{{n|16}}
|-
|-
|{{SSB4|Charizard}} ||Winds up and does a swinging headbutt forward, slow start-up, but great range and knockback. ||{{ChargedSmashDmgSSB4|17}} (clean, late body), {{ChargedSmashDmgSSB4|14}} (late head)
|[[Pit]]||Performs a simple two-hitting combo of slashes.||{{n|16}}
|-
|-
|{{SSB4|Cloud}} ||Cloud unleashes a lightning-quick triple slash in front of him at a speed contrary to his sword's size. The final hit has slightly more range and carries all the knockback. Depending on where each slash hits, this move can do from 18-20% damage. Slight startup and moderate ending lag, but very powerful for its speed, KOing at 98% from the middle of Final Destination. ||{{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2-4}} (hit 2), {{ChargedSmashDmgSSB4|12-13}} (hit 3)
|[[Pyra]]||Forcefully swings the Aegis Sword downwards into the ground.||{{n|16}}
|-
|-
|{{SSB4|Corrin}} ||Transforms his free arm into a spear and thrusts it ahead of him. It has tremendous reach, is stronger at the tip, and can be angled (allowing it to hit edgegrabbers). Charging the move sees Corrin hold the Omega Yato in front of him, damaging foes who are close enough.||0.5% (sword, 1-12 hits) {{ChargedSmashDmgSSB4|16}} (tip), {{ChargedSmashDmgSSB4|15}} (mid), {{ChargedSmashDmgSSB4|12}} (close)
|[[R.O.B.]]||Fires a laser blast from his eyes.||{{y|16}}
|-
|-
|{{SSB4|Dark Pit}} ||Identical to Pit's. ||{{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|10}} (hit 2)
|[[Richter]]||Leans far forwards and performs a tremendously long-ranged whip crack with the full length of the Vampire Killer.||{{y|16}}
|-
|-
|{{SSB4|Diddy Kong}} ||Slaps forward while spinning around, then does a backhand punch. The second hit launches opponents. This smash can be surprisingly strong, but its range is also deceptively short, making it less useful as a punish and more effective as a combo finisher. ||{{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2 fist), {{ChargedSmashDmgSSB4|9}} (hit 2 arm)
|[[Ridley]]||Leans forwards and exhales an exploding ball of plasma in his open mouth.||{{n|16}}
|-
|-
|{{SSB4|Donkey Kong}} ||Winds up and claps both hands forward. Strong horizontal knockback and has good range. When fully charged, this smash deals greater knockback than a fully charged [[Giant Punch]]. ||{{ChargedSmashDmgSSB4|19}} (arms), {{ChargedSmashDmgSSB4|20}} (hands)
|[[Robin]]||Slashes upwards, ending with their blade in a forwards position.||{{n|16}}
|-
|-
|{{SSB4|Dr. Mario}} ||Releases a blast of electricity. Its range has increased from ''Melee'' and can now sweetspot at the arm. This move can be slightly aimed up or down. Range is poor, so proper spacing is imperative. ||High: {{ChargedSmashDmgSSB4|19.992}} (arm), {{ChargedSmashDmgSSB4|19.464}} (hand)<br/> Mid: {{ChargedSmashDmgSSB4|19.04}} (arm), {{ChargedSmashDmgSSB4|15.68}} (hand)<br/> Low:  {{ChargedSmashDmgSSB4|19.6112}} (arm), {{ChargedSmashDmgSSB4|16.1504}}
|[[Rosalina]] & [[Luma]]||''Rosalina:'' Leans forwards and unleashes a small galactic blast from her wand.<br/>''Luma:'' Delivers a strong straight punch.||{{y|16}}
|-
|-
|{{SSB4|Duck Hunt}} ||Signals the offscreen player to three fire shots forward. Its range grows the longer the charge is held, making it one of the game's best ranged KO moves (though its power is only average). This smash is most effective when all three hits connect, as the opponent will get pushed back to be hit by the strongest last hit, which can lead to being KO'd sooner, especially when hit at the edge. ||{{ChargedSmashDmgSSB4|4}} (hits 1-2), {{ChargedSmashDmgSSB4|9}} (hit 3)
|[[Roy]]||{{GameIcon|SSBM}} Swings the Binding Blade straight downwards in a wide arc from behind him onto the ground in front of him.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} A two-handed, downward slash with the Binding Blade.||{{n|16}}
|-
|-
|{{SSB4|Falco}} ||Swings both his wings in an overhead powerful swipe. High knockback when sweetspotted, but can be easy to predict and avoid. ||{{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|10}} (late)
|[[Ryu]]||Steps forwards and performs the Joudan Sokutogeri, a powerful lunging side kick.||{{n|16}}
|-
|-
|{{SSB4|Fox}} ||Does a cartwheel kick forward. Has a long-lasting hitbox and covers much ground, but deals poor knockback. Good for approaches.||{{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|11}} (late)
|[[Samus]]||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}} Thrusts her arm cannon forwards.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Thrusts her arm cannon forwards alongside a burst of flame.||{{y|16}}
|-
|-
|{{SSB4|Ganondorf}} ||Leans back and thrusts his elbow forward. Extremely high knockback. Deals more knockback if an opponent is close to Ganondorf. Excellent for punishing.||{{ChargedSmashDmgSSB4|24}}
|[[Sephiroth]]||Performs a two-handed upward slash with Masamune while keeping it horizontal.||{{n|16}}
|-
|-
|{{SSB4|Greninja}} ||Slashes forward with a water sword. Very fast and somewhat powerful. ||{{ChargedSmashDmgSSB4|14}}
|[[Sheik]]||Performs two quick jumping kicks, moving slightly forwards.||{{n|16}}
|-
|-
|{{SSB4|Ike}} ||Lifts his sword over his head and slams it down in a powerful, two-handed overhead swing. One of the strongest smash attacks in the game, KOing under 50% if fully charged and hitting clean. Very slow start up however, with equally high end lag, making it very punishable when whiffed.||{{ChargedSmashDmgSSB4|19}} (early), {{ChargedSmashDmgSSB4|22}} (clean blade), {{ChargedSmashDmgSSB4|17}} (clean tip)
|[[Shulk]]||Stabs forwards with the Monado, then opens up its physical blade to stab a second time with the light beam hidden within it.||{{y|16}}
|-
|-
|{{SSB4|Jigglypuff}} ||Lunges forward and delivers a jump kick forward. Can KO starting at 90%, though its range and start-up lag are very bad. ||{{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|12}} (late)
|[[Simon]]||Leans far forwards and performs a tremendously long-ranged whip crack with the full length of the Vampire Killer.||{{y|16}}
|-
|-
|{{SSB4|King Dedede}} ||Winds up his hammer then forcefully slams it down in an overhead swing. The strongest standard forward smash, moreso than Bowser's (only max aura Lucario's is stronger), and the second-most damaging in the game (only max aura Lucario's is more damaging). However it requires a great deal of start-up. This smash has deceptively low end-lag, making it useful as a feint into another move. ||{{ChargedSmashDmgSSB4|15}} (early), {{ChargedSmashDmgSSB4|24}} (clean), {{ChargedSmashDmgSSB4|6}} (late)
|[[Snake]]||Takes out an RPG-7, aims it at the ground in front of himself, and then detonates a rocket at his feet.||{{n|16}}
|-
|-
|{{SSB4|Kirby}} ||Lunges forward and delivers a very large jump kick that moves him forward. Can be angled up or down. Fast start-up makes it an effective punisher, especially against opponents who approach poorly, and is one of Kirby's best KO options at an edge. ||High: {{ChargedSmashDmgSSB4|16}} (clean), {{ChargedSmashDmgSSB4|12}} (late)<br/>Mid: {{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|11}} (late)<br/>Low: {{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|10}} (late)
|[[Sonic]]||Performs the Windup Punch from ''Sonic the Fighters'', in which he rears back and then delivers a powerful straight punch.||{{y|16}}
|-
|-
|{{SSB4|Link}} ||Swings his sword downwards and then horizontally. A second slash can be inputted by tapping the A Button right after the first slash. When both hits connect, this smash is a very good KO move. ||Hit 1: {{ChargedSmashDmgSSB4|7}} (base), {{ChargedSmashDmgSSB4|14}} (tip)<br/>Hit 2: {{ChargedSmashDmgSSB4|12}} (body), {{ChargedSmashDmgSSB4|13}} (sword)
|[[Sora]]||A strong, horizontal swing of the Keyblade.||{{n|16}}
|-
|-
|{{SSB4|Little Mac}} ||Punches in front of him. Has three different angles.<br/>Angled up: Becomes an uppercut with very high KO potential and deceptive reach.<br/>No angle: Punches forward with good KO power.<br/>Angled down: A body hook that deals high damage (both normal and to shield), but very low knockback. ||High: {{ChargedSmashDmgSSB4|19}} (hand), {{ChargedSmashDmgSSB4|17}} (arm)<br/>Mid: {{ChargedSmashDmgSSB4|19}} (hand), {{ChargedSmashDmgSSB4|17}} (arm)<br/>Low: {{ChargedSmashDmgSSB4|22}}
|[[Squirtle]]||{{GameIcon|SSBB}} Retreats into its shell and performs a jumping tackle.<br/>{{GameIcon|SSBU}} Swings its head inwards while spitting a jet of water to strengthen the blow.||{{y|16}}
|-
|-
|{{SSB4|Lucario}} ||Releases a blast of aura forward. Knockback ranges from one of the worst with no aura to the best at max aura, capable of KOing near 0% if fully charged. It's the game's most damaging forward smash if sweetspotted and fully charged at full power, dealing 38% fresh. ||{{AuraDamageSSB4|16|c}} (clean), {{AuraDamageSSB4|13|c}} (late)
|[[Steve]]||A sweeping sword attack based off the sweep attack exclusive to the Java Edition of ''Minecraft''.||{{n|16}}
|-
|-
|{{SSB4|Lucas}} ||Quickly swings a stick forward. This move can reflect projectiles. Faster start-up than Ness's, making it more useful for punishing.||{{ChargedSmashDmgSSB4|14}} (base), {{ChargedSmashDmgSSB4|15}} (tip)
|[[Terry]]||A spinning kick where he slightly reels back beforehand. ||{{n|16}}
|-
|-
|{{SSB4|Lucina}} ||Identical to Marth's, but possesses no tipper effect. This is compensated by being more generally powerful and damaging. ||{{ChargedSmashDmgSSB4|15.275}}
|[[Toon Link]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}} Swings the Master Sword inward with both hands, then outward with one. A two-hit natural combo, with the second slash requiring a second press of the A button.<br/>{{GameIcon|SSBU}} Leans forwards and slashes upwards in reverse grip.||{{n|16}}
|-
|-
|{{SSB4|Luigi}} ||Bends his elbow and thrusts his arm out with an open hand stab. Can be angled up or down. Though its range is short, this smash is very quick and powerful. ||{{ChargedSmashDmgSSB4|15}}
|[[Villager]]||Leans forwards while holding a large bowling ball, then drops it to strike the area beneath.||{{n|16}}
|-
|-
|{{SSB4|Mario}} ||Releases a fiery burst in front of him. Its range and power have been improved from ''Brawl''. Can be angled up or down. ||High: {{ChargedSmashDmgSSB4|14.7}} (arm), {{ChargedSmashDmgSSB4|17.85}} (fire)<br/>Mid: {{ChargedSmashDmgSSB4|14}} (arm), {{ChargedSmashDmgSSB4|17}} (fire)<br/>Low: {{ChargedSmashDmgSSB4|14.42}} (arm), {{ChargedSmashDmgSSB4|17.51}} (fire)
|[[Wario]]||{{GameIcon|SSBB}} Performs the {{s|mariowiki|Dash Attack}}, in which he bashes the area just in front of himself with his shoulder.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs a dramatic fist-inflating backhanded punch.||{{n|16}}
|-
|-
|{{SSB4|Marth}} ||Rotates his body counter-clockwise with a strong arc-like swing from his head to the ground. Deals extremely high knockback, on par with Ganondorf's forward smash if tipped and has decently fast start up (10 frames). However its low range compared to Marth's previous iterations make landing the tip somewhat difficult. It can hit ledge-grabbing opponents with the right spacing.||{{ChargedSmashDmgSSB4|13}} (base), {{ChargedSmashDmgSSB4|18}} (tip)
|[[Wii Fit Trainer]]||Steps forwards, assuming the warrior pose to strike with a spearhand.||{{n|16}}
|-
|-
|{{SSB4|Mega Man}} ||Charge Shot: Charges up energy in his Mega Buster before firing off a big, powerful burst. Very long range when fully charged (the longest of any forward smash), with high KO power to match. ||{{rollover|11.5%-19.5%|does not seem to conform to the global smash charge multiplier, as its hitbox is coded with 10 damage|y}}
|[[Wolf]]||{{GameIcon|SSBB}} Charges forwards amidst a claw thrust, then abruptly stops while twisting his claws.<br/>{{GameIcon|SSBU}} Plants his feet and performs a forward palm thrust.||{{n|16}}
|-
|-
|{{SSB4|Meta Knight}} ||Pulls his sword back for a second, then slashes horizontally in forward. Somewhat slow, but it's the strongest attack in his arsenal, having high KO potential and moderately safe endlag. The smash's unconventional start-up and deceptive range makes it very effective at punishing bad approaches. ||{{ChargedSmashDmgSSB4|16}}
|[[Yoshi]]||Rears his head back and then performs a powerful forwards headbutt.||{{y|16}}
|-
|-
|{{SSB4|Mewtwo}} ||Blasts psychic energy from its palms. Decent knockback and speed, comparable to Mario's, though landing it can be tricky on a nimble opponent. ||{{ChargedSmashDmgSSB4|19}} (blast), {{ChargedSmashDmgSSB4|15}} (arms)
|[[Young Link]]||Swings the Kokiri Sword inward with both hands, then outward with one. A two-hit natural combo, with the second slash requiring a second press of the A button.||{{n|16}}
|-
|-
|{{SSB4|Mii Brawler}} ||Punches forward. Its hitbox has a very short duration but high KO power to compensate. The end-lag, however, is atrocious. Can be aimed up or down. || {{ChargedSmashDmgSSB4|18}}*
|[[Zelda]]||Leans forwards and unleashes a sparkling burst of magic, striking many times.||{{n|16}}
|-
|-
|{{SSB4|Mii Gunner}}|| Unleashes a stream of bullets. Has the longest range of any non-projectile smash, and has a long duration, but suffers from lower-than-normal damage and knockback. Useful for edgeguarding. ||{{ChargedSmashDmgSSB4|0.8}} (hits 1-6), {{ChargedSmashDmgSSB4|5}} (hit 7)*
|[[Zero Suit Samus]]||{{GameIcon|SSBB}} Swings her plasma whip forwards.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Throws a spinning side kick and immediately follows it up with a straight one.||{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br>{{GameIcon|SSBU}} {{y|16}}
|-
|{{SSB4|Mii Swordfighter}} ||Swings their sword with both hands while stepping forward. Deals slightly more damage and knockback if tipped. ||{{ChargedSmashDmgSSB4|14}} (hilt), {{ChargedSmashDmgSSB4|15}} (center), {{ChargedSmashDmgSSB4|16}} (tip)*
|-
|{{SSB4|Mr. Game & Watch}} ||Takes out a flaming torch and swings if forward. Deals higher damage and knockback if sweetspotted, which has a flame effect. Orginates from ''Fire Attack''. || {{ChargedSmashDmgSSB4|18}} (head), {{ChargedSmashDmgSSB4|14}} (handle)
|-
|{{SSB4|Ness}} ||Swings his bat forwards. Extremely powerful when hit with the tip of the bat. The bat can reflect projectiles. Start-up is a bit slow.||{{ChargedSmashDmgSSB4|18}} (close), {{ChargedSmashDmgSSB4|18}} (mid), {{ChargedSmashDmgSSB4|22}} (tip)
|-
|{{SSB4|Olimar}} ||Thrusts a Pikmin forward, attacking as a projectile with a spinning body slam. Damage, knockback, and range vary based on the type of Pikmin used. ||R: {{ChargedSmashDmgSSB4|7.2}}-{{ChargedSmashDmgSSB4|17.4}}<br/>YB: {{ChargedSmashDmgSSB4|6}}-{{ChargedSmashDmgSSB4|14.5}}<br/>W: {{ChargedSmashDmgSSB4|4.8}}-{{ChargedSmashDmgSSB4|11.6}}<br/>P: {{ChargedSmashDmgSSB4|8.4}}-{{ChargedSmashDmgSSB4|20.3}}
|-
|{{SSB4|Pac-Man}} ||Shoots Blinky forward. Has surprisingly good range, power and an effective lingering hitbox, but its start up is not very good, making it easy to avoid in most cases. ||{{ChargedSmashDmgSSB4|16}} (clean ghost), {{ChargedSmashDmgSSB4|15}} (clean arm), {{ChargedSmashDmgSSB4|9}} (late)
|-
|{{SSB4|Palutena}} ||Summons a pair of ethereal wings and flaps them forward. Has a small wind effect at the tip, which can push opponents off the stage if they are charging certain special moves, which could potentially lead to premature KOs at the bottom blast-line. ||{{ChargedSmashDmgSSB4|16}} (near), {{ChargedSmashDmgSSB4|13}} (far)
|-
|{{SSB4|Peach}} ||Swings a clubbing weapon, cycling constantly between a golf club, a frying pan or a tennis racket. Each weapon has its own property: The golf club deals the most diagonal knockback (and has the longest range), the frying pan has the most vertical knockback, and the tennis racket is a semi-spike. ||{{ChargedSmashDmgSSB4|15}} (golf club), {{ChargedSmashDmgSSB4|18}} (frying pan), {{ChargedSmashDmgSSB4|13}} (tennis racket)
|-
|{{SSB4|Pikachu}} ||Rears back and the leans forward, ejects a powerful electric shock. Very high knockback if it hits close. ||{{ChargedSmashDmgSSB4|15}} (early), {{ChargedSmashDmgSSB4|18}} (clean), {{ChargedSmashDmgSSB4|12}} (late)
|-
|{{SSB4|Pit}} ||Slashes forward twice. Quick start-up and great range, but easy to punish if it misses. ||{{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|10}} (hit 2)
|-
|{{SSB4|R.O.B.}} ||S3: Fires a short-ranged laser in front of himself. Good knockback with good range, but still a tad weak for a forward smash. Can be aimed up or down. ||{{ChargedSmashDmgSSB4|15}} (base), {{ChargedSmashDmgSSB4|11.5}} (mid), {{ChargedSmashDmgSSB4|6}} (tip)
|-
|{{SSB4|Robin}} ||A quick, short-ranged stab with his/her sword. Good knockback with the Levin Sword, but low knockback with the Bronze Sword. ||Bronze: {{ChargedSmashDmgSSB4|9.6}}<br/>Levin: {{ChargedSmashDmgSSB4|16}} (clean), {{ChargedSmashDmgSSB4|5}} (late)
|-
|{{SSB4|Rosalina & Luma}} ||Rosalina: Thrusts her hands forward, hitting the enemy with a galaxy blast.<br/>Luma: Delivers a powerful straight punch.
Decent range, high knockback, and can KO at 90% when combined. Can be aimed up or down.
||Rosalina: {{ChargedSmashDmgSSB4|12}}<br/>Luma: {{ChargedSmashDmgSSB4|7}} (arm), {{ChargedSmashDmgSSB4|5}} (body)
|-
|{{SSB4|Roy}} ||Holds his sword with both hands before spinning around into a two-handed downward diagonal slash. Very powerful when sweetspoted, capable of KOing fully charged at around 50% and has a long disjoint as Roy leans forward when performing it. It additionally has rather low start up for its power (comes out frame 14) but the hitbox does not last for long, and there is long end lag, making it very punishable when missed.||{{ChargedSmashDmgSSB4|20}} (close), {{ChargedSmashDmgSSB4|17}} (mid), {{ChargedSmashDmgSSB4|12}} (far)
|-
|{{SSB4|Ryu}} ||Performs the Joudan Sokutogeri, a powerful wind-back kick with his leg while moving a step forward that is derived from ''Street Fighter III''. It has the highest range of all of Ryu's standard attacks, able to hit opponents 2 character lengths away from him, with some end-lag. Deals slightly more damage and knockback when hit at Ryu's heel. ||{{ChargedSmashDmgSSB4|16}} (close), {{ChargedSmashDmgSSB4|17}} (far)
|-
|{{SSB4|Samus}} ||Punches forward with her arm cannon, creating a ball of fire similar to Mario's forward smash in appearance and function. Has the least start-up lag of all forward smashes. The move can be aimed up or down. Great knockback if it hits at the end of the cannon arm, mediocre otherwise. ||High: {{ChargedSmashDmgSSB4|15}} (fire), {{ChargedSmashDmgSSB4|13}} (cannon)<br/>Mid:{{ChargedSmashDmgSSB4|14}} (fire), {{ChargedSmashDmgSSB4|12}} (cannon)<br/>Low: {{ChargedSmashDmgSSB4|13.5}} (fire), {{ChargedSmashDmgSSB4|11}} (cannon)
|-
|{{SSB4|Sheik}} ||Delivers two spin kicks forward. The first has low knockback, while the second has significant knockback. Proper spacing is necessary to ensure that opponents are hit by both kicks. ||{{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|8}} (hit 2)
|-
|{{SSB4|Shulk}} ||Stabs forward with the Monado, then extends the beam to hit farther. Has good range and power, but high ending lag. Can be angled up or down. The first hitbox of the smash comes out very quickly, making it an amazing punish for bad approaches. ||{{ChargedSmashDmgSSB4|5.5}} (hit 1), {{ChargedSmashDmgSSB4|13}} (hit 2 blade), {{ChargedSmashDmgSSB4|11.5}} (hit 2 beam)
|-
|{{SSB4|Sonic}} ||Winds up his fist, then throws a punch forwards. Decent range and good for punishes but slow start-up. Can be angled up or down. Can hit ledge-grabbers if aimed down.||{{ChargedSmashDmgSSB4|14}}
|-
|{{SSB4|Toon Link}} ||Similar to Link's, but the first hit deals practically no knockback. This would arguably make it better overall than Link's smash, as hitting with the first strike basically guarantees a follow-up into the second, much more powerful hit, but naturally its range is less than Link's. The double hit-nature of this attack makes sidestepping useless.||{{ChargedSmashDmgSSB4|10}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2)
|-
|{{SSB4|Villager}} ||Leans forward while dropping a bowling ball. One of the strongest forward smashes, and has nearly unpunishable endlag. The bowling ball can go over the edge, making it a reliable [[edgeguarding]] move despite its limited horizontal range. However, because the bowling ball is a projectile, it can be pocketed or reflected, which will likely be fatal for Villager. ||{{ChargedSmashDmgSSB4|15}} (early), {{ChargedSmashDmgSSB4|17}} (clean)
|-
|{{SSB4|Wario}} ||Leans back then delivers a backhanded punch. Better knockback and range than his old forward smash, but it is slower, has lost its transcendent priority, and lost its launch resistance. ||{{ChargedSmashDmgSSB4|19}}
|-
|{{SSB4|Wii Fit Trainer}} ||Performs the Warrior pose, stomping forward while extending her/his arms in either side. Deals more damage if opponents hit the arms and less at the body. ||{{ChargedSmashDmgSSB4|15.5}} (arms), {{ChargedSmashDmgSSB4|14}} (body)
|-
|{{SSB4|Yoshi}} ||Winds his head back then hurls it forward, dealing a powerful headbutt. Extremely fast start-up and great range makes this arguably the best punish smash in the game. ||{{ChargedSmashDmgSSB4|13}} (tip), {{ChargedSmashDmgSSB4|15.5}} (nose), {{ChargedSmashDmgSSB4|14}} (body)
|-
|{{SSB4|Zelda}} ||Charges magic energy in her right hand and flashes it forward, dealing multiple hits. Fairly good knockback and range, hard to punish. ||{{ChargedSmashDmgSSB4|1}} (hits 1-4), {{ChargedSmashDmgSSB4|13}} (hit 5)
|-
|{{SSB4|Zero Suit Samus}} ||Does a double kick forward. The second hit has a visible sweetspot, being the small burst of fire at the tip of Samus' foot, which is stronger and deals flame damage. ||{{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2)
|}
|}


<nowiki>*</nowiki> This assumes the Mii is default height and weight.
==Notable forward smashes==
 
*[[King Dedede]]'s forward smash is the only forward smash in the game that can fully break a shield in its natural state, and the strongest in the game except for [[Lucario]]'s with full [[Aura]] and [[Hero]]'s if he scores a critical hit. It is also one of the only that possesses a [[Windbox]], shockwave, and numerous different hitboxes. It is the only forward smash that is capable of killing under 20%, making it strong enough to be the only forward smash to be generally considered among the strongest attacks in the entire series; it is the 4th strongest attack without special conditions in ''Ultimate'', losing to only [[Mr. Game & Watch]]'s 9, [[Ganondorf]]'s Aerial Reverse Warlock Punch, and [[Roy]]/[[Chrom]]'s Flare Blade. However, alongside [[Snake]]'s, it is also one of only two forward smashes that only activates upon or after frame 40.
==Notable Forward Smashes==
**Although, Link has the most powerful smash (in damage) when charged, with two slashes.
===In ''Smash 64''===
*From ''[[Super Smash Bros. Melee]]'' onwards, [[Link]], [[Young Link]], and [[Toon Link]] (except the latter in ''[[Ultimate]]'') possess the only forward smashes that are natural combos.
*This game is notable for all characters having very powerful forward smashes.
**Furthermore, the first hit of Link's forward smash in ''Ultimate'' is capable of launching a unique sword beam projectile when Link is at 0%. This projectile travels quickly over a long distance, and its size and damage output are greatly increased by charging the attack. It also substantially increases the damage output of the attack when used at close range.
*Kirby's forward smash is notable for being the most powerful, the fastest, and having far range.
*[[Mega Man]], [[Olimar]], and [[Villager]]'s forward smashes, as well as Link's aforementioned ''Ultimate'' sword beam, are the only four forward smashes which are [[projectile]]s. Of those two, Mega Man and Link's projectiles are the only projectiles to increase in hitbox size as the attack is charged. Villager's is one of the only projectiles that fall downwards instead of traveling forwards. [[Mii Gunner]]'s forward smash may appear to be a projectile, but is technically not, as its shots do not act independently of the Mii Gunner.
*Ness's forward smash has no sourspot in ''Smash 64'', but in future installments, it has three sourspotted areas in ''Melee'' and ''Brawl''. In addition, it is also weaker in ''Melee'' and ''Brawl'' than in ''64''.
*[[Ness]]'s forward smash is able to [[reflect]] projectiles. This property is shared with [[Lucas]]'s very similar forward smash, as well. These two, along with Min Min's [[up smash]] and Kazuya's [[Left Splits Kick]], are the only non-[[special attack]]s with this property.
*Ness' (and Lucas in the later installments) forward smash are unique mainly because they are able to reflect projectiles, if timed correctly.
*[[Mr. Game & Watch]]'s forward smash is notable for its disjointed range, high power when sweetspotted, and very low ending lag.  
 
**In ''Melee'' and ''Brawl'', it also has a very long duration and in the former game, it has fast startup. While the move's long duration was significantly toned down in ''Smash 4'' and ''Ultimate'', its strong power remained intact while also still having relatively low ending lag.  
===In ''Melee''===
**Additionally, in ''Ultimate'' it can be combo'd into from his down smash bury, making it one of his best KO options.
*Bowser's forward smash is the most powerful smash attack in ''[[Melee]]'', and the only one capable of KOing around 15 % to 38%, doing 32% fully charged, and can even send the [[Sandbag]] farther than the [[Home-Run Bat]] at certain percentages. In ''Brawl'', it is powered up even more to 46%, making it the most damaging forward smash. In ''Smash 4'', its damage has been lowered due to the removal of its initial hit, but its knockback is drastically more powerful, to the point where it is on par with King Dedede's forward smash for strongest forward smash in the game, while also being decently fast with deceptively high range.
*For her forward smash, [[Peach]] is capable of using three different weapons, each of which has different properties. In ''Melee'' and ''Brawl'', it is entirely random which of the three is used for the attack. In ''Smash 4'', the attack cycles from a tennis racket to a golf club to a frying pan, making its use more consistent. In ''Ultimate'', it was changed again to be [[angling|angle]]-dependent (neutral for the golf club, up for the frying pan, down for the tennis racket). [[Daisy]], as her [[Echo Fighter]], inherits those properties for her forward smash.
*Falco's forward smash is widely considered the second best forward smash because of it's reasonable power, long active hitbox, and no sourspot.
*[[Little Mac]]'s forward smash is notable for having substantially different animations and functions when angled, unlike most angleable smash attacks. The up-angled variation is a powerful uppercut that acts as an anti-air and strong vertical finisher, the neutral-angled variation is a straight cross that inflicts exceptionally high knockback, and the down-angled variation is a low hook that inflicts low knockback but very high shield damage. Traits common to all three variation are relatively low startup and ending lag. Like Little Mac's other smash attacks, it also has super armor frames during the startup; in ''Ultimate'', [[Special Zoom]] will activate if Little Mac is hit during the armor frames.
*Link and Young Link (and Toon Link from ''Brawl'' onwards) have a second forward smash that can be performed by pressing the attack button again after completing the first slash.
*{{SSBB|Wolf}}'s forward smash is by far the longest reaching forward smash in ''Brawl'', covering nearly 1/2 of [[Final Destination]]. Furthermore, due to its range, it hits twice because of the initial hit's low [[angle]] and deceptively fast startup ([[frame]] 10).
*Marth's is widely considered to have the best forward smash in the game due to its speed, power, and range, and though it has a large sourspot, its sweetspot KOs at extremely low percents while sourspot itself KOs at reasonable percents. In ''Brawl'', while Marth's forward smash is still considered one of the best, its sourspot KOs much later while the sweetspot KOs considerably earlier. In ''Smash 4'', following the trend of previous games, the sourspot of Marth's forward smash deals even less knockback (now being mediocre), while the sweetspot is immensely stronger, being the third strongest forward smash in the game if tipped. Due to Marth's range being universally nerfed, this makes his forward smash an extreme example of a "space for the best results" type of move.
**In ''Ultimate'', Wolf has a new forward smash that has been significantly reworked, now being much slower due to having twice as much startup lag (coming out on frame 20 compared to frame 10 in ''Brawl''), as well as less range and only consisting of one hit rather than two. However, it deals much greater damage, allowing it to KO opponents more consistently, while its ending lag was decreased by four frames. Combined with its slower startup, this makes it much safer and more difficult to punish, even being safe on shield if spaced, and due to its low cooldown, it can also be used to bait approaches from the opponent.  
*Kirby's forward smash was one of the most nerfed smash attacks and one of the most nerfed moves in the entire smash series. It went from being fast, powerful, strong, and large hitbox to one of the most useless forward smashes in history.
*{{SSBB|Pit}}'s forward smash in ''Brawl'' is the fastest in the series by a considerable margin coming out on frame 6. In every other Smash game, the fastest forward smashes come out on frame 10.
*Peach's forward smash involves one of three randomly chosen weapons, each with varying range, damage, knockback and knockback angle, and also has a slight range behind her. In ''SSB4'', these weapons are no longer selected at random and instead occur in a set order.
*In ''Brawl'', {{SSBB|Wario}}'s forward smash has both [[transcendent priority]] and [[super armor]], a combination which makes it nearly impossible to intercept when combined with its high speed. It comes out on frame 9 making it the second-fastest forward smash in the series.
*Sheik's forward smash is one of the weakest smash attacks overall in the entire series. Having been buffed power wise in ''Brawl'' and ''Smash 4'', it's weakest in this iteration.
**The only other forward smashes to possess super armor are {{SSBB|Squirtle}}'s in ''Brawl'' and Little Mac's (regardless of angle). Sephiroth's (in Winged Form), Bowser's and Kazuya's have damage-based armor instead.
 
*[[Palutena]]'s forward smash has a reasonably powerful [[windbox]] just beyond the reach of the main portion of the attack, allowing it potential usage for niche [[edge-guard]]s and [[gimp]]s.
===In ''Brawl''===
*While charging a forward smash, [[Corrin]] holds Omega Yato forwards to grind enemies at close range with its teeth for several potential weak hits. This makes it the only forward smash to have a hitbox while charging.
*Ike's forward smash is the second strongest in ''Brawl''. Although it doesn't deal as much damage as a few of the strongest characters, it has the highest knockback scaling and extremely long range, though this is counterbalanced by considerable start-up (about 30 frames) and ending lag. In ''Smash 4'', its knockback was reduced, becoming the fifth strongest in the game, but is still considerably powerful.
**[[Ness]]'s [[up smash]] and [[down smash]] have similar properties to Corrin's forward smash, except in ''Smash 3DS/Wii U''.
*King Dedede's forward smash is the fastest-KOing forward smash in ''Brawl'', with the second-highest base knockback and knockback scaling. It also has the lowest possible KO percent uncharged of any Smash Attack in the Series. It is by far the most powerful Forward Smash (and to an extent Smash Attack) in the entire series. In ''Smash 4'', Bowser's forward smash is on equal footing in terms of knockback, but with less startup and 1% less damage.
*The pattern of the gunshots in [[Duck Hunt]]'s forward smash, as well as the angles at which they launch, are slightly randomized. They will also become spaced further apart, and thereby reach further if the attack is charged.
*Lucario's forward smash (as well as its other smashes) leaves a small ranged [[Aura]] residue from its paws, allowing Lucario to attack from a small distance. It is nearly unpunishable if spaced correctly, even when shielded. It is especially powerful at high aura, which is more noticeable in ''Smash 4'', where it is the most powerful forward smash in the game at max aura.
*In ''Ultimate'', [[Sonic]]'s forward smash is notable for its tremendous range, being able to outrange a lot of moves. Aside from that, the angled down version is useful for 2 frame punishes and the move overall is one of his primary K.O attacks thanks to its respectable power.
*Meta Knight's forward smash is his slowest move start up wise but has extremely low ending lag, allowing a buffered tilt straight after.
*{{SSBU|Ganondorf}}'s forward smash in ''Ultimate'', nicknamed "Doriyah" after the grunt he makes while performing it, is a huge two-handed downward sword slash. It covers above and even a bit behind Ganondorf, with fantastic range for a melee attack. Its power is immense, rivaled only by {{SSBU|Bowser}} and surpassed only by {{SSBU|King Dedede}}, max aura {{SSBU|Lucario}}, {{SSBU|Hero}} with a crit, and {{SSBU|Kazuya}}. It is relatively slow though, coming out frame 29 and having 39 frames of ending lag. Additionally, due to too fast movement badly interpolating the hitboxes, there is a large blindspot near Ganondorf's head during the downward swing.
*Olimar's forward smash is a [[projectile]] where Olimar throws a [[Pikmin]]. This is also true for his [[up smash]] and [[down smash]].
*[[Wii Fit Trainer]]'s forward smash can hit behind her, although this is very difficult to do on opponents with small hurtboxes. It is also the only one that can hit on both sides.
*Wario's forward smash is notable not just because of its speed and power, but to its transcendent priority and launch resistance as well, which allows it to plow through attacks similar to {{SSB4|Little Mac}}'s smash attacks.
*[[Min Min]]'s forward smash is extremely atypical for a number of reasons:
*Wolf's forward smash sends him a considerable distance forward, and has almost no start-up lag.
**Min Min is able to use either the attack button or the special button to perform a smash attack. She can use them consecutively.
**It is the longest ranged forward smash in the entire game with her Dragon ARM laser, beating out Mega Man's fully charged forward smash.
**It has multiple variants on her forward smash depending on which ARM she uses. The Ramram offers a larger hitbox with more active frames, the Megawatt possesses incredible power at the cost of range, and the Dragon features a laser when held down.
**Min Min's forward smash changes properties when charged for at least fifteen frames, causing it to deal more base damage along with a larger hitbox and elemental effects.
**As of update 11.0.0, it is the only smash attack in the series that has a different maximum charge time instead of the default, being able to be held for only 30 frames instead of the standard 120 frames.
**The move deals more damage in the middle of its trajectory than when it first starts moving and when fully extended.
*[[Pyra]]'s forward smash, named Flare Smash, is spotlighted in her debut as a counterpart to Mythra's [[Foresight]] character ability as well as in the Move List. Despite this, it has no unique traits, although it is one of the most powerful and longest ranged forward smashes in the game.


===In ''Smash 4''===
==Gallery==
*Corrin's forward smash appears to be particularly difficult to punish if used correctly. It has the highest horizontal range in the game for forward smashes (beating Mii Gunner's and Shulk's) and proper spacing and angling makes the move safe from [[counterattack]]ing. It's also the only forward smash to date and the only smash attack in SSB4 capable of damaging the opponent while the attack is being charged as Corrin holds the Omega Yato a good distance in front of him while he charges it, damaging anyone within range and comboing into the main attack itself. This makes it similar to Ness's up and down smashes from Melee to Brawl albeit charging the move at the beginning of the attack rather than in the middle of it.
<gallery>
*Duck Hunt's forward smash, similarly to their other smash attacks and {{SSBB|Snake}}'s [[up smash]], increase in range the longer the attack is charged.
Mario Side Smash SSBM.gif||Mario using his forward smash in ''[[Melee]]''
*Little Mac's forward smash can be angled upwards or downwards. Unlike other forward smashes that can be angled, they gain different properties if aimed up or down: a standard punch if aimed forward, an uppercut with a larger hitbox useful for KOing lighter characters if aimed upwards, or a body hook that deals much more damage and [[shield damage]] than the previous attacks at the cost of knockback if aimed downwards.
Range-Lucario-Brawl.png|{{SSBB|Lucario}} using its forward smash against {{SSBB|King Dedede}}. Notice the high [[range]] of Lucario's forward smash.
*Mega Man has one of the three only projectile forward smashes in the game, and its projectile increases in size, travel length and power as it charges. It also has the longest range of any forward smash when fully charged.
</gallery>
*Before the introduction of Corrin, the Mii Gunners's forward smash had the highest horizontal range of any of its kind in the game. It has long duration, but lacks knockback to compensate.
*Shulk has the second longest forward smash in the game, losing out to the former. However, his forward smash deals considerable knockback throughout, and is compensated with notably high ending lag. As of the introduction of Corrin, Shulk now has the third longest forward smash, while the Mii Gunner is now second.
*Rosalina's forward smash is notable for its speed, power, and transcendent priority, which makes it difficult to counter similarly to Meta Knight's attacks in ''Brawl''.
*Roy's forward smash is arguably one of the most feared due to its relatively quick start up and explosive KO power (can KO at 30% on some characters with rage) but has noticeable cool-down making it punishable if whiffed.
*Villager's forward smash (a bowling ball projectile) is the only one that is able to be dropped off ledges, allowing him to edgeguard recovering opponents without leaving the stage. However, since it is a projectile, it can be reflected, or even pocketed by another Villager.
*Wii Fit Trainer's forward smash is one of the only forward smashes to hit on both sides with the same amount of power.


==See also==
==See also==
*[[Down smash]]
*[[Down smash]]
*[[Up smash]]
*[[Up smash]]
*[[Forward smash/Knockback chart]]


{{Attacks}}
{{Attacks}}


[[Category:Game Controls]]
[[Category:Game controls]]
[[Category:Forward smashes|*]]
[[Category:Smash attacks]]
[[es:Ataque Smash lateral]]

Latest revision as of 15:10, March 28, 2024

Marth using his forward smash in Brawl
Corrin using his forward smash in Smash 4.

A forward smash, abbreviated f-smash and officially known as a side smash attack (横スマッシュ攻撃), is a smash attack that any character can perform by tapping the control stick in a horizontal direction and pressing the attack button immediately afterward or simultaneously, or by tilting the C-Stick in a horizontal direction (except in Melee's single-player modes). Forward smashes typically are strong strikes with a large hitbox directly in front of the character, sometimes shifting them forward a significant distance as well. Some characters even have forward smashes that contain super armor under certain conditions. Starting in Melee, forward smashes can be charged for a maximum of one second (or 60 frames), resulting in up to 1.4× the damage and knockback. In Ultimate, with some exceptions, they can be held for an additional two seconds (120 frames) upon reaching full charge, with the total being 3 seconds (180 frames).

After tapping the control stick forwards, there is a 3-frame window wherein a forward smash can be performed. If the attack button is pressed too late, a dash attack will be performed instead. Pressing the attack button on the last possible frame results in a small step forward smash. In all games except Super Smash Bros. Brawl, forward smashes can be pivoted.

Like forward tilts, certain forward smashes can be angled in up to 3 directions; a select few forward smashes in Smash 64, however, can be angled in up to 5 directions. In Smash 64 and Melee, the control stick or c-stick must be tapped in the desired angle at the start of the move to angle it. From Brawl onwards, however, the attack can be angled by holding the control stick or C-stick in the desired angle as the move's charging period ends.

List of forward smashes[edit]

Character Description Angleable
Banjo & Kazooie Performs the Breegull Bash, where Banjo grabs Kazooie by her legs and slams her on the ground in front of him. No
Bayonetta Creates a portal just behind her to summon Madama Butterfly's fist for a forward punch. Super Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Bowser Super Smash Bros. MeleeSuper Smash Bros. Brawl Rears back and then swings his head downwards, horns-first.
Super Smash Bros. 4Super Smash Bros. Ultimate Jumps and attacks with a two-footed dropkick.
No
Bowser Jr. Deploys two drills from the Koopa Clown Car and closes them in on the area in front of himself, hitting several times. Yes
Byleth Stabs forwards with Areadbhar. Yes
Captain Falcon Super Smash Bros. Throws a flaming side kick.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Leans into a forward elbow thrust.
Super Smash Bros. Ultimate Assumes a wide stance and slams his forearm forwards.
Yes
Charizard Performs a powerful swinging headbutt. No
Chrom A two-handed, downward slash. No
Cloud Performs a series of three fast slashes with the Buster Sword. No
Corrin Transforms his arm into a draconic spear hand and performs a long-ranged forward stab. Yes
Daisy Swings upwards and inwards with either a golf club, tennis racket, or frying pan. Yes
Dark Pit Performs a simple two-hitting combo of slashes. No
Dark Samus Thrusts her arm cannon forwards alongside a burst of phazon. Yes
Diddy Kong Throws a pair of spinning backhands, one immediately after the other. No
Donkey Kong Super Smash Bros. Reels his hand back and thrusts it forward.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Leans forwards and claps his hands together.
Super Smash Bros. Yes
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate No
Dr. Mario Thrusts his palm forwards and unleashes an electric explosion. Yes
Duck Hunt The unseen gunman fires off three consecutive shots of increasing distance from the dog and duck, who comically try to dodge them. No
Falco Super Smash Bros. Melee Throws a jumping cartwheel kick.
Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Swipes downwards with both wings.
No
Fox Super Smash Bros. Jumps forwards while performing a spinning dropkick.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Throws a jumping cartwheel kick.
No
Ganondorf Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Leans into a forward elbow thrust.
Super Smash Bros. Ultimate Pulls out the SpaceWorld 2000 sword and slams it onto the ground in front of himself.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Yes
Super Smash Bros. Ultimate No
Greninja Performs an inward reverse-grip slash with a water blade. No
Hero Attacks with a two-handed, downward sword slash. No
Ice Climbers Slam their hammers on the ground. No
Ike Lifts Ragnell over himself and slams it onto the ground. No
Incineroar Performs an Enzuigiri. No
Inkling Swings an Inkbrush forwards. No
Isabelle Cracks a party popper, causing an explosion of confetti in front of herself. No
Ivysaur Plants its vines onto the ground and uses them to vault itself forwards for a full-body tackle. Yes
Jigglypuff Throws a jumping-forward side kick. No
Joker Swings his knife downwards in front of himself while leaning forwards. If active, Arsene swings both his arms downwards in an X-shaped slash. No
Kazuya Throws a powerful punch in his demon form. No
Ken Performs an inwards roundhouse kick. No
King Dedede Lifts his hammer up and slams it onto the ground in front of himself. No
King K. Rool Dons a boxing glove and punches straight forwards with it. Yes
Kirby Throws a jumping-forward side kick. Super Smash Bros. No
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Yes
Link Super Smash Bros. Swings the Master Sword straight downwards to the ground.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Swings the Master Sword inward with both hands, then outward with one. A two-hit natural combo, with the second slash requiring the A button to be pressed again.
No
Little Mac Throws a cross, a downwards body blow, or a wide-angled uppercut, depending on the angle. Yes
Lucario Leans forwards and performs a double palm thrust, blasting aura outwards alongside it. No
Lucas Swings inwards with a stick. It can reflect projectiles if timed correctly. No
Lucina Swings Parallel Falchion straight downwards in a wide arc from behind her onto the ground in front of her. No
Luigi Super Smash Bros. Throws an enormous punch, inflating his fist.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Throws a straight horizontal spearhand.
Yes
Mario Super Smash Bros. Throws an enormous punch, inflating his fist.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Unleashes a fiery explosion via a palm thrust.
Yes
Marth Swings Falchion straight downwards in a wide arc from behind him onto the ground in front of him. No
Mega Man The Charge Shot; grips his Mega Buster, then charges and fires a shot from it. Its range and damage increases with the charge. No
Meta Knight Draws Galaxia in, then performs a near-instantaneous outward slash with it. No
Mewtwo Unleashes a blast of darkness from its outstretched palms. Super Smash Bros. MeleeSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Mii Brawler Unleashes a powerful straight punch. Yes
Mii Gunner Rapidly fires a stream of shots from the arm cannon. No
Mii Swordfighter Slashes downwards and inwards with their sword. No
Min Min Punches with her equipped ARM, with either a massive Megawatt punch, a curved Ramram strike, or a Dragon strike with an additional laser beam if held. Unlike the rest of the cast, she can only hold her side smash for 30 frames before it automatically comes out. Yes
Mr. Game & Watch Forcefully swings a flaming torch forwards; based on the Game & Watch minigame Fire Attack. No
Mythra Forcefully swings the Aegis Sword downwards into the ground. No
Ness Swings inwards with a baseball bat. It can reflect projectiles if timed correctly. No
Olimar Commands his leading Pikmin to perform a spinning, leaping full-body tackle. The damage and knockback depends on the Pikmin commanded. No
Pac-Man Swings his palm forwards, summoning Blinky to perform a tackle. No
Palutena Summons a pair of ethereal wings and claps them together in front of herself. No
Peach Swings upwards and inwards with either a golf club, tennis racket, or frying pan. Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Pichu Unleashes a multi-hitting electric spark from its cheeks. No
Pikachu Unleashes an electric spark from its cheeks. No
Piranha Plant Transforms its head into that of a Prickly Piranha Plant and performs an inward-swinging headbutt. No
Pit Performs a simple two-hitting combo of slashes. No
Pyra Forcefully swings the Aegis Sword downwards into the ground. No
R.O.B. Fires a laser blast from his eyes. Yes
Richter Leans far forwards and performs a tremendously long-ranged whip crack with the full length of the Vampire Killer. Yes
Ridley Leans forwards and exhales an exploding ball of plasma in his open mouth. No
Robin Slashes upwards, ending with their blade in a forwards position. No
Rosalina & Luma Rosalina: Leans forwards and unleashes a small galactic blast from her wand.
Luma: Delivers a strong straight punch.
Yes
Roy Super Smash Bros. Melee Swings the Binding Blade straight downwards in a wide arc from behind him onto the ground in front of him.
Super Smash Bros. 4Super Smash Bros. Ultimate A two-handed, downward slash with the Binding Blade.
No
Ryu Steps forwards and performs the Joudan Sokutogeri, a powerful lunging side kick. No
Samus Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. Brawl Thrusts her arm cannon forwards.
Super Smash Bros. 4Super Smash Bros. Ultimate Thrusts her arm cannon forwards alongside a burst of flame.
Yes
Sephiroth Performs a two-handed upward slash with Masamune while keeping it horizontal. No
Sheik Performs two quick jumping kicks, moving slightly forwards. No
Shulk Stabs forwards with the Monado, then opens up its physical blade to stab a second time with the light beam hidden within it. Yes
Simon Leans far forwards and performs a tremendously long-ranged whip crack with the full length of the Vampire Killer. Yes
Snake Takes out an RPG-7, aims it at the ground in front of himself, and then detonates a rocket at his feet. No
Sonic Performs the Windup Punch from Sonic the Fighters, in which he rears back and then delivers a powerful straight punch. Yes
Sora A strong, horizontal swing of the Keyblade. No
Squirtle Super Smash Bros. Brawl Retreats into its shell and performs a jumping tackle.
Super Smash Bros. Ultimate Swings its head inwards while spitting a jet of water to strengthen the blow.
Yes
Steve A sweeping sword attack based off the sweep attack exclusive to the Java Edition of Minecraft. No
Terry A spinning kick where he slightly reels back beforehand. No
Toon Link Super Smash Bros. BrawlSuper Smash Bros. 4 Swings the Master Sword inward with both hands, then outward with one. A two-hit natural combo, with the second slash requiring a second press of the A button.
Super Smash Bros. Ultimate Leans forwards and slashes upwards in reverse grip.
No
Villager Leans forwards while holding a large bowling ball, then drops it to strike the area beneath. No
Wario Super Smash Bros. Brawl Performs the Dash Attack, in which he bashes the area just in front of himself with his shoulder.
Super Smash Bros. 4Super Smash Bros. Ultimate Performs a dramatic fist-inflating backhanded punch.
No
Wii Fit Trainer Steps forwards, assuming the warrior pose to strike with a spearhand. No
Wolf Super Smash Bros. Brawl Charges forwards amidst a claw thrust, then abruptly stops while twisting his claws.
Super Smash Bros. Ultimate Plants his feet and performs a forward palm thrust.
No
Yoshi Rears his head back and then performs a powerful forwards headbutt. Yes
Young Link Swings the Kokiri Sword inward with both hands, then outward with one. A two-hit natural combo, with the second slash requiring a second press of the A button. No
Zelda Leans forwards and unleashes a sparkling burst of magic, striking many times. No
Zero Suit Samus Super Smash Bros. Brawl Swings her plasma whip forwards.
Super Smash Bros. 4Super Smash Bros. Ultimate Throws a spinning side kick and immediately follows it up with a straight one.
Super Smash Bros. BrawlSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes

Notable forward smashes[edit]

  • King Dedede's forward smash is the only forward smash in the game that can fully break a shield in its natural state, and the strongest in the game except for Lucario's with full Aura and Hero's if he scores a critical hit. It is also one of the only that possesses a Windbox, shockwave, and numerous different hitboxes. It is the only forward smash that is capable of killing under 20%, making it strong enough to be the only forward smash to be generally considered among the strongest attacks in the entire series; it is the 4th strongest attack without special conditions in Ultimate, losing to only Mr. Game & Watch's 9, Ganondorf's Aerial Reverse Warlock Punch, and Roy/Chrom's Flare Blade. However, alongside Snake's, it is also one of only two forward smashes that only activates upon or after frame 40.
    • Although, Link has the most powerful smash (in damage) when charged, with two slashes.
  • From Super Smash Bros. Melee onwards, Link, Young Link, and Toon Link (except the latter in Ultimate) possess the only forward smashes that are natural combos.
    • Furthermore, the first hit of Link's forward smash in Ultimate is capable of launching a unique sword beam projectile when Link is at 0%. This projectile travels quickly over a long distance, and its size and damage output are greatly increased by charging the attack. It also substantially increases the damage output of the attack when used at close range.
  • Mega Man, Olimar, and Villager's forward smashes, as well as Link's aforementioned Ultimate sword beam, are the only four forward smashes which are projectiles. Of those two, Mega Man and Link's projectiles are the only projectiles to increase in hitbox size as the attack is charged. Villager's is one of the only projectiles that fall downwards instead of traveling forwards. Mii Gunner's forward smash may appear to be a projectile, but is technically not, as its shots do not act independently of the Mii Gunner.
  • Ness's forward smash is able to reflect projectiles. This property is shared with Lucas's very similar forward smash, as well. These two, along with Min Min's up smash and Kazuya's Left Splits Kick, are the only non-special attacks with this property.
  • Mr. Game & Watch's forward smash is notable for its disjointed range, high power when sweetspotted, and very low ending lag.
    • In Melee and Brawl, it also has a very long duration and in the former game, it has fast startup. While the move's long duration was significantly toned down in Smash 4 and Ultimate, its strong power remained intact while also still having relatively low ending lag.
    • Additionally, in Ultimate it can be combo'd into from his down smash bury, making it one of his best KO options.
  • For her forward smash, Peach is capable of using three different weapons, each of which has different properties. In Melee and Brawl, it is entirely random which of the three is used for the attack. In Smash 4, the attack cycles from a tennis racket to a golf club to a frying pan, making its use more consistent. In Ultimate, it was changed again to be angle-dependent (neutral for the golf club, up for the frying pan, down for the tennis racket). Daisy, as her Echo Fighter, inherits those properties for her forward smash.
  • Little Mac's forward smash is notable for having substantially different animations and functions when angled, unlike most angleable smash attacks. The up-angled variation is a powerful uppercut that acts as an anti-air and strong vertical finisher, the neutral-angled variation is a straight cross that inflicts exceptionally high knockback, and the down-angled variation is a low hook that inflicts low knockback but very high shield damage. Traits common to all three variation are relatively low startup and ending lag. Like Little Mac's other smash attacks, it also has super armor frames during the startup; in Ultimate, Special Zoom will activate if Little Mac is hit during the armor frames.
  • Wolf's forward smash is by far the longest reaching forward smash in Brawl, covering nearly 1/2 of Final Destination. Furthermore, due to its range, it hits twice because of the initial hit's low angle and deceptively fast startup (frame 10).
    • In Ultimate, Wolf has a new forward smash that has been significantly reworked, now being much slower due to having twice as much startup lag (coming out on frame 20 compared to frame 10 in Brawl), as well as less range and only consisting of one hit rather than two. However, it deals much greater damage, allowing it to KO opponents more consistently, while its ending lag was decreased by four frames. Combined with its slower startup, this makes it much safer and more difficult to punish, even being safe on shield if spaced, and due to its low cooldown, it can also be used to bait approaches from the opponent.
  • Pit's forward smash in Brawl is the fastest in the series by a considerable margin coming out on frame 6. In every other Smash game, the fastest forward smashes come out on frame 10.
  • In Brawl, Wario's forward smash has both transcendent priority and super armor, a combination which makes it nearly impossible to intercept when combined with its high speed. It comes out on frame 9 making it the second-fastest forward smash in the series.
    • The only other forward smashes to possess super armor are Squirtle's in Brawl and Little Mac's (regardless of angle). Sephiroth's (in Winged Form), Bowser's and Kazuya's have damage-based armor instead.
  • Palutena's forward smash has a reasonably powerful windbox just beyond the reach of the main portion of the attack, allowing it potential usage for niche edge-guards and gimps.
  • While charging a forward smash, Corrin holds Omega Yato forwards to grind enemies at close range with its teeth for several potential weak hits. This makes it the only forward smash to have a hitbox while charging.
  • The pattern of the gunshots in Duck Hunt's forward smash, as well as the angles at which they launch, are slightly randomized. They will also become spaced further apart, and thereby reach further if the attack is charged.
  • In Ultimate, Sonic's forward smash is notable for its tremendous range, being able to outrange a lot of moves. Aside from that, the angled down version is useful for 2 frame punishes and the move overall is one of his primary K.O attacks thanks to its respectable power.
  • Ganondorf's forward smash in Ultimate, nicknamed "Doriyah" after the grunt he makes while performing it, is a huge two-handed downward sword slash. It covers above and even a bit behind Ganondorf, with fantastic range for a melee attack. Its power is immense, rivaled only by Bowser and surpassed only by King Dedede, max aura Lucario, Hero with a crit, and Kazuya. It is relatively slow though, coming out frame 29 and having 39 frames of ending lag. Additionally, due to too fast movement badly interpolating the hitboxes, there is a large blindspot near Ganondorf's head during the downward swing.
  • Wii Fit Trainer's forward smash can hit behind her, although this is very difficult to do on opponents with small hurtboxes. It is also the only one that can hit on both sides.
  • Min Min's forward smash is extremely atypical for a number of reasons:
    • Min Min is able to use either the attack button or the special button to perform a smash attack. She can use them consecutively.
    • It is the longest ranged forward smash in the entire game with her Dragon ARM laser, beating out Mega Man's fully charged forward smash.
    • It has multiple variants on her forward smash depending on which ARM she uses. The Ramram offers a larger hitbox with more active frames, the Megawatt possesses incredible power at the cost of range, and the Dragon features a laser when held down.
    • Min Min's forward smash changes properties when charged for at least fifteen frames, causing it to deal more base damage along with a larger hitbox and elemental effects.
    • As of update 11.0.0, it is the only smash attack in the series that has a different maximum charge time instead of the default, being able to be held for only 30 frames instead of the standard 120 frames.
    • The move deals more damage in the middle of its trajectory than when it first starts moving and when fully extended.
  • Pyra's forward smash, named Flare Smash, is spotlighted in her debut as a counterpart to Mythra's Foresight character ability as well as in the Move List. Despite this, it has no unique traits, although it is one of the most powerful and longest ranged forward smashes in the game.

Gallery[edit]

See also[edit]