Sonic (SSBU)/Forward smash
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Sonic forward smash hitbox visualizations | |||||||||||||||||||||||||||||||||||||||||
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Due to model scaling issues,
the hitboxes jitter around and aren't accurate. |
Overview
The Wind-Up Punch from Sonic the Fighters. It has high knockback growth, deceptive range, 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. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. It also has noticeable start-up and ending lag, making it risky if used unwisely.
Hitboxes
Timing
Charges between | 12-13 |
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Hitboxes | 18-20 |
Interruptible | 48 |
Animation length | 57 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
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