Super Smash Bros. Ultimate

Sonic (SSBU)/Forward smash: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Added source)
mNo edit summary
Line 17: Line 17:
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
The Wind-Up Punch from Sonic the Fighters. It has high knockback growth, deceptive range (outspacing several other disjointed moves<ref>https://www.youtube.com/watch?v=sIhr-eWrJRc</ref>), and can be angled, all of which make it one of Sonic's most viable KOing options and can be used to two-frame opponents at the ledge when angled downward. Sonic's [[hurtbox]] extends only to his wrist when performing the move, making it somewhat disjointed. Because of this disjointed range, it can clang with most projectiles, and beat out many non-disjointed moves. It is also relatively safe on shield when spaced. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. Like most forward smashes, it also has noticeable start-up and ending lag, making it risky if used unwisely.
The Wind-Up Punch from ''Sonic the Fighters''. It has high knockback growth, deceptive range (outspacing several other disjointed moves<ref>https://www.youtube.com/watch?v=sIhr-eWrJRc</ref>), and can be angled, all of which make it one of Sonic's most viable KOing options and can be used to two-frame opponents at the ledge when angled downward. Sonic's [[hurtbox]] extends only to his wrist when performing the move, making it somewhat disjointed. Because of this disjointed range, it can clang with most projectiles, and beat out many non-disjointed moves. It is also relatively safe on shield when spaced. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. Like most forward smashes, it also has noticeable start-up and ending lag, making it risky if used unwisely.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
Line 23: Line 23:
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|14.0}}
|damage={{ChargedSmashDmgSSBU|14.0}}
|sd=0
|angle=361
|angle=361
|af=3
|bk=30
|bk=30
|ks=101
|ks=101
Line 31: Line 31:
|bn=handr
|bn=handr
|xpos=4.0
|xpos=4.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Hand
|type=Hand
|sfx=Punch
|sfx=Punch
Line 41: Line 38:
|id=1
|id=1
|damage={{ChargedSmashDmgSSBU|14.0}}
|damage={{ChargedSmashDmgSSBU|14.0}}
|sd=0
|angle=361
|angle=361
|af=3
|bk=30
|bk=30
|ks=101
|ks=101
Line 49: Line 46:
|bn=armr
|bn=armr
|xpos=1.0
|xpos=1.0
|ypos=0.0
|zpos=0.0
|type=Hand
|type=Hand
|ff=1.0
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
Line 60: Line 53:
|id=2
|id=2
|damage={{ChargedSmashDmgSSBU|14.0}}
|damage={{ChargedSmashDmgSSBU|14.0}}
|sd=0
|angle=361
|angle=361
|af=3
|bk=30
|bk=30
|ks=101
|ks=101
Line 68: Line 61:
|bn=shoulderr
|bn=shoulderr
|xpos=-1.0
|xpos=-1.0
|ypos=0.0
|zpos=0.0
|type=Hand
|type=Hand
|ff=1.0
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L

Revision as of 14:50, April 8, 2022

Sonic forward smash hitbox visualizations
SonicFSmashUpSSBU.gif
SonicFSmashSSBU.gif
SonicFSmashDownSSBU.gif
Due to model scaling issues,

the hitboxes jitter around and aren't accurate.

Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Overview

The Wind-Up Punch from Sonic the Fighters. It has high knockback growth, deceptive range (outspacing several other disjointed moves[1]), and can be angled, all of which make it one of Sonic's most viable KOing options and can be used to two-frame opponents at the ledge when angled downward. Sonic's hurtbox extends only to his wrist when performing the move, making it somewhat disjointed. Because of this disjointed range, it can clang with most projectiles, and beat out many non-disjointed moves. It is also relatively safe on shield when spaced. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. Like most forward smashes, it also has noticeable start-up and ending lag, making it risky if used unwisely.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 14.0% 0 Sakurai angle Forward 30 101 0 HitboxTableIcon(False).png 4.5 handr 4.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 14.0% 0 Sakurai angle Forward 30 101 0 HitboxTableIcon(False).png 3.5 armr 1.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 14.0% 0 Sakurai angle Forward 30 101 0 HitboxTableIcon(False).png 2.5 shoulderr -1.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Charges between 12-13
Hitboxes 18-20
Interruptible 48
Animation length 57
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible