Forward smash: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Adding categories)
Line 77: Line 77:
*[[Luigi (SSBB)|Luigi]]: Luigi horizontally spears with his left hand. Most likely his best KO move, this 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 side 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.
*[[Luigi (SSBB)|Luigi]]: Luigi horizontally spears with his left hand. Most likely his best KO move, this 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 side 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.


*[[Peach (SSBB)|Peach]]: Peach swings with either a golf club, frying pan or tennis racket. Each weapon has varying knockback, damage and range. The tennis racket does little damage and has very weak knockback when sourspotted, but extremely high knockback when sweetspotted. 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. All three of them possess disjointed hitboxes.
*[[Peach (SSBB)|Peach]]: Peach swings with either a golf club, frying pan or tennis racket. 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 sweetspotted. 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. All three of them possess disjointed hitboxes.


*[[Bowser (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, but with low range and long lag during start-up and cool-down, its effectiveness is limited.
*[[Bowser (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, but with low range and long lag during start-up and cool-down, its effectiveness is limited.
Line 85: Line 85:
*[[Donkey Kong (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 both long range and good priority despite not having a disjointed hitbox.
*[[Donkey Kong (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 both long range and good priority despite not having a disjointed hitbox.


*[[Diddy Kong (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 has surprising range, but is quite weak for a forward smash.It's also possible to smash DI the first hit to avoid being hit by the 2nd slap.
*[[Diddy Kong (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.


*[[Yoshi (SSBB)|Yoshi]]: Yoshi thrusts his head forward. Regular knockback (comparable to Mario's side smash). It can be angled, but is very hard to distinguish visually.
*[[Yoshi (SSBB)|Yoshi]]: Yoshi thrusts his head forward. Decent knockback (comparable to Mario's side smash). It can be angled, but is very hard to distinguish visually.


*[[Wario (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 Super Armor frames (on frames 8-12).
*[[Wario (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 Super Armor frames (on frames 8-12).
Line 93: Line 93:
*[[Link (SSBB)|Link]]: Links 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 [[Super Smash Bros. Melee|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.
*[[Link (SSBB)|Link]]: Links 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 [[Super Smash Bros. Melee|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.


*[[Zelda (SSBB)|Zelda]]: Zelda thrusts her arm out and lets loose a small burst of magic, which [[Vacuum|sucks foes in]] and deals multiple hits. The last hit has a lot of knockback. This is quite quick, powerful, and has a very small disjointed hitbox.
*[[Zelda (SSBB)|Zelda]]: Zelda thrusts her arm out and lets loose a small burst of magic, which [[Vacuum|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.


*[[Sheik (SSBB)|Shiek]]: Shiek spin-kicks forward twice. The first kick has less knockback and easily combos into the second, more powerful kick.
*[[Sheik (SSBB)|Shiek]]: Shiek spin-kicks forward twice. The first kick has less knockback and easily combos into the second, more powerful kick.


*[[Ganondorf (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 surprisingly just as fast. It can be angled but it doesn't have an effect on damage dealt. One of the strongest side smashes in the game. The pivoted smash attack has more range than usual and has high shield stun. It has a huge disjointed hitbox.
*[[Ganondorf (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 surprisingly just as fast. It can be angled but it doesn't have an effect on damage dealt. One of the strongest side smashes in the game. The pivoted smash attack has more range than usual and has high shield stun. It has a disjointed hitbox.


*[[Toon Link (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.
*[[Toon Link (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.
Line 103: Line 103:
*[[Samus (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.
*[[Samus (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.


*[[Zero Suit Samus (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 though.
*[[Zero Suit Samus (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.


*[[Pit (SSBB)|Pit]]: Slashes forward twice with bow swords. Very fast with good knockback when not [[Stale-Move Negation|negated]]. It is one of Pit's finishing moves.
*[[Pit (SSBB)|Pit]]: Slashes forward twice with bow swords. Very fast with good knockback when not [[Stale-Move Negation|negated]]. It is one of Pit's finishing moves.


*[[Ice Climbers (SSBB)|Ice Climbers]]: The Ice Climbers overhead-swing their hammers to the ground. Does not deal a lot of knockback though..
*[[Ice Climbers (SSBB)|Ice Climbers]]: The Ice Climbers overhead-swing their hammers to the ground. Does not deal a lot of knockback though.


*[[R.O.B. (SSBB)|R.O.B.]]: R.O.B. lets loose a blast of electric energy from his eyes. It can be angled too. It has a disjointed hitbox, has knockback that is useful for setting up a spike, but is a tad weak for a side smash.
*[[R.O.B. (SSBB)|R.O.B.]]: R.O.B. lets loose a blast of electric energy from his eyes. It can be angled too. It has a disjointed hitbox, has knockback that is useful for setting up a spike, but is a tad weak for a side smash.
Line 113: Line 113:
*[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]: Mr. Game & Watch overhead-swings a lighted match. Very powerful, with a long-lasting hitbox, making it difficult to punish.  
*[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]: Mr. Game & Watch overhead-swings a lighted match. Very powerful, with a long-lasting hitbox, making it difficult to punish.  


*[[Kirby (SSBB)|Kirby]]: Kirby lunges forward and jump-kicks. Quick start-up and good range, knockback and priority. It also can be angled.
*[[Kirby (SSBB)|Kirby]]: Kirby lunges forward and jump-kicks. Quick start-up and good range,huge knockback and priority. It also can be angled.


*[[Meta Knight (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 slower finishers (24 frames start-up), although this attack is less laggy than most forward smashes due to almost no ending lag.
*[[Meta Knight (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 slower finishers (24 frames start-up), although this attack is less laggy than most forward smashes due to almost no ending lag.


*[[King Dedede (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 the ground, as they are sweetspots. It has the highest knockback for a side-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.
*[[King Dedede (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 the ground, as they are sweetspots. It has the highest knockback for a side-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. Let's of a shockwave on the ground near the hammer.


*[[Olimar (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.
*[[Olimar (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.
Line 135: Line 135:
*[[Charizard (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.
*[[Charizard (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.


*[[Lucario (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.
*[[Lucario (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.


*[[Jigglypuff (SSBB)|Jigglypuff]]: Similar to Kirby, Jigglypuff jump-kicks forward. It has more startup lag and less range than Kirby's, but deals even more knockback and damage.
*[[Jigglypuff (SSBB)|Jigglypuff]]: Similar to Kirby, Jigglypuff jump-kicks forward. It has more startup lag and less range than Kirby's, and deals less knockback and more damage.


*[[Marth (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%.
*[[Marth (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%.


*[[Ike (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) and terrible end lag if he misses like most of his moves. It is slightly weaker at the tip though it is still very powerful. Out of all the low percentage KOing side smashes, this is one of the most reliable.
*[[Ike (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) and terrible end lag if he misses like most of his moves. It is slightly weaker at the tip though it is still very powerful.


*[[Ness (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.
*[[Ness (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.


*[[Lucas (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 hasl good knockback), and more reliable to reflect projectiles with because of its speed. Like Ness', it has a sweetspot on the tip of the stick for even more knockback. Even though weaker than Ness' baseball bat, it is an outstanding finisher.
*[[Lucas (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), and more reliable to reflect projectiles with because of its speed. Like Ness', it has a sweetspot on the tip of the stick for even more knockback. Even though weaker than Ness' baseball bat, it is an outstanding finisher if it connects.


*[[Snake (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.  
*[[Snake (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.  

Revision as of 04:57, February 9, 2010

An icon for use on pages that need cleanup. This article or section may require a cleanup.
The editor who added this tag believes this page should be cleaned up for the following reason: Most sections need a major rewrite
You can discuss this issue on the talk page or edit this page to improve it.
Mario using his side smash in Brawl.

A side smash attack, also known as a forward smash, is a smash attack that any character can perform by tapping the control stick in a horizontal or slightly above horizontal direction and pressing A immediately afterward, or by tilting the C-stick in a horizontal or slightly above horizontal direction, though the latter method does not work in the single-player modes of Super Smash Bros. Melee (since it moves the camera instead) or in Super Smash Bros. (as the C buttons are used to jump in SSB). Like strong side attacks, certain side smashes can be performed at two or three different angles depending on where the control stick is directed, directing the hitbox in that diagonal direction.

In Melee and Brawl, the side smash can be charged by holding down the A button for up to two seconds, resulting in higher damage and knockback.

List of side smashes in Super Smash Bros.

  • Mario: Winds up to deliver a powerful punch with an enlarged fist. Slow, but a great KO move.
  • Donkey Kong: Brings his hand behind himself, then slaps the foe hard. Incredibly strong, but one of the slowest Smashes in this game.
  • Link: Slashes from top to bottom. Deals good damage and has nice reach.
  • Samus: Punches with her arm cannon. A quick attack with fair knockback.
  • Yoshi: Slams the foe with his head. Comparable to Mario's Side Smash in terms of speed and power.
  • Kirby: A furious spin kick with good range and power.
  • Fox: Fox spin kicks, lunging forward onto the ground. Not an outstanding KO move, but good speed.
  • Pikachu: Lets loose a powerful jolt of a electricity for great damage. Has a disjointed hitbox.
  • Luigi: A huge, powerful punch attack similar to Mario's Side Smash.
  • Captain Falcon: Delivers a spinning side kick imbued with fire.
  • Ness: Swings his baseball bat for a powerful attack.
  • Jigglypuff: Performs a lunging kick similar to Kirby's Side Smash in terms of speed and power.

List of side smashes in Super Smash Bros. Melee

  • Mario: Looses a blast of fire from his extended palm. Very poor range (stronger when used from not very close), yet very powerful and very quick. This move can also be angled.
  • Luigi: Performs a horizontal spearhand. A quick move that can be angled up or down.
  • Peach: Swings forward one of three items - golf club, tennis racket, or frying pan (the most damaging of the three). All three items have a disjointed hitbox.
  • Bowser: Rears his head back, then headbutts forward. Noticeably long start-up, but definitely the strongest Smash Attack in Melee.
  • Dr. Mario: Extends his palm, unleashing a powerful electric blast. Like Mario's Side Smash, but has more knockback and is stronger when used close to him.
  • Donkey Kong: Claps forward with surprising speed and great knockback.
  • 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.
  • Zelda: Zaps the foe with magic from her extended hands. Somewhat quick with slightly disjointed hitbox. Multiple hits.
  • Sheik: Performs two rolling kicks forward. The first kick usually leads right into the second, which does knockback.
  • Ganondorf: Lunges forward with an elbow thrust, much like Captain Falcon. Deals high damage and is imbued with shadow. Enemies are sent flying upwards.
  • 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.
  • Samus: Punches forward with her Arm Cannon. Quick, but not impressively strong.
  • Yoshi: Slams horizontally with his head. Some start-up lag, but good knockback power.
  • Kirby: Jumps forward while kicking. Good reach.
  • Fox: Does a sort of spinning kick while jumping forward. A rather quick move, with enough power to make it a viable finisher.
  • Falco: Performs a kicking attack much like Fox's, although it may be slightly stronger and has more knockback.
  • Pikachu: Looses a thunder jolt from its cheeks. Great knockback and disjointed hitbox, but some start-up lag.
  • Jigglypuff: Lunges forward while kicking. Some start-up lag, but strong nonetheless.
  • 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.
  • Mewtwo: Blasts psychic energy from its palms. Decent reach, but weak knockback.
  • Ness: Swings his famous baseball bat. A powerful move which can even reflect most projectiles.
  • Captain Falcon: Thrusts his elbow forward. Good knockback, but considerable starting lag.
  • 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.
  • Roy: Much like Marth's, a huge vertical slash. Roy's, however, is slightly slower, but with amazingly strong knockback.
  • Mr. Game & Watch: Hits the foe with a fire poker. Slow, but strong, with a long-lasting hitbox.

List of side smashes in Super Smash Bros. Brawl

  • 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, can be angled.
  • Luigi: Luigi horizontally spears with his left hand. Most likely his best KO move, this 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 side 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 laggy. Due to its great horizontal and vertical knockback, Directional Influence does not have great effect on the knockback of this attack.
  • Peach: Peach swings with either a golf club, frying pan or tennis racket. 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 sweetspotted. 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. All three of them possess disjointed hitboxes.
  • 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, but with low range and long lag during start-up and cool-down, its effectiveness is limited.
  • Captain Falcon: Captain Falcon drives his elbow forward. It does fire damage, and can be angled as well. It is slow with low priority, but powerful.
  • 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 both long range and good priority despite not having a disjointed hitbox.
  • 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.
  • Yoshi: Yoshi thrusts his head forward. Decent knockback (comparable to Mario's side smash). It can be angled, but is very hard to distinguish visually.
  • 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 Super Armor frames (on frames 8-12).
  • Link: Links 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.
  • 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.
  • Shiek: Shiek spin-kicks forward twice. The first kick has less knockback and easily combos into the second, more powerful kick.
  • 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 surprisingly just as fast. It can be angled but it doesn't have an effect on damage dealt. One of the strongest side smashes in the game. The pivoted smash attack has more range than usual and has high shield stun. It has a disjointed hitbox.
  • 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.
  • 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.
  • 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.
  • Pit: Slashes forward twice with bow swords. Very fast with good knockback when not negated. It is one of Pit's finishing moves.
  • Ice Climbers: The Ice Climbers overhead-swing their hammers to the ground. Does not deal a lot of knockback though.
  • R.O.B.: R.O.B. lets loose a blast of electric energy from his eyes. It can be angled too. It has a disjointed hitbox, has knockback that is useful for setting up a spike, but is a tad weak for a side smash.
  • Mr. Game & Watch: Mr. Game & Watch overhead-swings a lighted match. Very powerful, with a long-lasting hitbox, making it difficult to punish.
  • Kirby: Kirby lunges forward and jump-kicks. Quick start-up and good range,huge knockback and priority. It also can be angled.
  • 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 slower finishers (24 frames start-up), although this attack is less laggy than most forward smashes due to almost no ending lag.
  • 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 the ground, as they are sweetspots. It has the highest knockback for a side-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. Let's of a shockwave on the ground near the hammer.
  • 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.
  • Fox: Fox performs a forward cartwheel. It has moderate knockback and range.
  • Falco: Falco does a slashing cross-chop. The most powerful side smash of the 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.
  • Wolf: Wolf slides forward while thrusting his claws out. It does have incredible range and speed and, due to its poor knockback, can be used for combos.
  • Pikachu: Releases a burst of electricity from its cheeks. It has a huge disjointed hitbox, but has noticable start-up lag. The closer the opponent is to Pikachu, the more strength this attack has
  • Squirtle: Squirtle retracts into its shell and launches forward. Moderate knockback and damage. It has Super Armor frames that prevent Squirtle from being shield-grabbed during the attack.
  • 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.
  • 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.
  • 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.
  • Jigglypuff: Similar to Kirby, Jigglypuff jump-kicks forward. It has more startup lag and less range than Kirby's, and deals less knockback and more damage.
  • 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%.
  • 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) and terrible end lag if he misses like most of his moves. It is slightly weaker at the tip though it is still very powerful.
  • 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.
  • 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), and more reliable to reflect projectiles with because of its speed. Like Ness', it has a sweetspot on the tip of the stick for even more knockback. Even though weaker than Ness' baseball bat, it is an outstanding finisher if it connects.
  • 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.
  • 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. The tip of his fist has fairly high priority, enough to clash against swords and pass through the Mach Tornado.

Notable side smashes

  • Link, Young Link, and Toon Link have a second side smash that can be performed by tapping A again after completing the first slash.
  • Ness's and Lucas's side smash is unique mainly because it allows them to reflect trajectory attacks, if timed correctly.
  • Marth's forward smash is most likely the most well known and feared of all the side smashes because of its speed, range, and knockback.
  • Roy's side smash is one of the few finishing moves in his arsenal, having longer reach and a stronger knock-back than Marth's forward smash.
  • Bowser's side smash is the most powerful in Melee, 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 48%, making it the most damaging side smash.
  • Wolf's forward smash has incredible range, and almost no start-up lag.
  • Ike's side smash. Although it doesn't deal as much damage as a few of the strongest characters, it has the second highest knockback and extremely long range, though this is counterbalanced by considerable start-up (about 30 frames) and follow-up lag.
  • Peach's side 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.
  • Lucario's Side smash (as well as its up smash) leaves a small ranged Aura residue from its paws, allowing Lucario to attack from a small distance. Also has IASA frames.
  • Wario has a forward smash that comes out very quick,does decent damage, and good knock-back, though it has poor range. However it is notable for having a good amount of Super Armor.
  • Luigi's side smash has surprisingly high knockback.. When angled up and fully charged, at +260% it has even higher knockback than the reverse Warlock Punch. That makes it the most powerful side smash at very high percentages.
  • King Dedede has the highest knockback of any forward smash, along with Ike and Snake.

See Also

External links

http://super-smash-bros.wikia.com/index.php?title=Side_smash&action=watch