From SmashWiki, the Super Smash Bros. wiki
Hitbox visualizations[edit]
No sword |
Non-Gold sword |
Gold sword
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Overview[edit]
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Hitboxes[edit]
Each hit with a sword uses up 2 durability points, out of a maximum of 25 for a Wood or Gold sword, 40 for a Stone sword, and 50 for an Iron or Diamond sword.
No sword[edit]
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
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Hitstun
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Shieldstun
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0 |
0 |
0 |
2.72% |
0 |
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Forward |
72 |
50 |
0 |
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2.3 |
haver |
0.0 |
0.0 |
0.0 |
1.0× |
2.0× |
0% |
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Punch |
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All |
All |
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-10 frames
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0.25×
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4 |
0 |
0 |
2.72% |
0 |
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Forward |
72 |
50 |
0 |
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2.3 |
haver |
0.0 |
0.0 |
0.0 |
1.0× |
2.0× |
0% |
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Punch |
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All |
All |
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-10 frames
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0.25×
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Wood/Stone sword[edit]
Base damage is increased to 3.74% for a Stone sword.
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
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Hitstun
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Shieldstun
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0 |
0 |
0 |
3.4% |
0 |
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Forward |
27 |
134 |
0 |
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2.3 |
haver |
0.0 |
0.0 |
0.0 |
1.0× |
2.0× |
0% |
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Punch |
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All |
All |
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-7 frames
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0.25×
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1 |
0 |
0 |
3.4% |
0 |
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Forward |
27 |
134 |
0 |
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2.3 |
haver |
0.0 |
3.1 |
0.0 |
1.0× |
2.0× |
0% |
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Punch |
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All |
All |
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-7 frames
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0.25×
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2 |
0 |
0 |
3.4% |
0 |
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Forward |
27 |
134 |
0 |
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2.3 |
haver |
0.0 |
6.2 |
0.0 |
1.0× |
2.0× |
0% |
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Punch |
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All |
All |
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-7 frames
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0.25×
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3 |
0 |
0 |
3.4% |
0 |
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Forward |
27 |
134 |
0 |
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2.3 |
top |
0.0 |
6.8 |
5.4 to 10.2 |
1.0× |
2.0× |
0% |
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Punch |
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All |
All |
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-7 frames
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0.25×
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4 |
0 |
0 |
3.4% |
0 |
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Forward |
20 |
134 |
0 |
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2.3 |
haver |
0.0 |
0.0 |
0.0 |
1.0× |
2.0× |
0% |
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Punch |
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All |
All |
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-5 frames
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0.25×
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5 |
0 |
0 |
3.4% |
0 |
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Forward |
20 |
134 |
0 |
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2.3 |
haver |
0.0 |
3.1 |
0.0 |
1.0× |
2.0× |
0% |
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Punch |
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All |
All |
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-5 frames
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0.25×
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6 |
0 |
0 |
3.4% |
0 |
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Forward |
20 |
134 |
0 |
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2.3 |
haver |
0.0 |
6.2 |
0.0 |
1.0× |
2.0× |
0% |
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Punch |
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All |
All |
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-5 frames
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0.25×
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7 |
0 |
0 |
3.4% |
0 |
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Forward |
20 |
134 |
0 |
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2.3 |
top |
0.0 |
6.8 |
5.4 to 10.2 |
1.0× |
2.0× |
0% |
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Punch |
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All |
All |
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-5 frames
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0.25×
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Iron/Gold/Diamond sword[edit]
Base damage is increased to 4.08% for an Iron sword, and 4.59% for a Diamond sword.
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
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Hitstun
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Shieldstun
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0 |
0 |
0 |
3.4% |
0 |
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Forward |
27 |
134 |
0 |
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2.3 |
haver |
0.0 |
0.0 |
0.0 |
1.0× |
2.0× |
0% |
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Slash |
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All |
All |
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-7 frames
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0.25×
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1 |
0 |
0 |
3.4% |
0 |
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Forward |
27 |
134 |
0 |
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2.3 |
haver |
0.0 |
3.1 |
0.0 |
1.0× |
2.0× |
0% |
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Slash |
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All |
All |
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-7 frames
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0.25×
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2 |
0 |
0 |
3.4% |
0 |
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Forward |
27 |
134 |
0 |
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2.3 |
haver |
0.0 |
6.2 |
0.0 |
1.0× |
2.0× |
0% |
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Slash |
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All |
All |
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-7 frames
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0.25×
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3 |
0 |
0 |
3.4% |
0 |
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Forward |
27 |
134 |
0 |
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2.3 |
top |
0.0 |
6.8 |
5.4 to 10.2 |
1.0× |
2.0× |
0% |
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Slash |
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All |
All |
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-7 frames
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0.25×
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4 |
0 |
0 |
3.4% |
0 |
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Forward |
20 |
134 |
0 |
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2.3 |
haver |
0.0 |
0.0 |
0.0 |
1.0× |
2.0× |
0% |
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Slash |
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All |
All |
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-5 frames
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0.25×
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5 |
0 |
0 |
3.4% |
0 |
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Forward |
20 |
134 |
0 |
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2.3 |
haver |
0.0 |
3.1 |
0.0 |
1.0× |
2.0× |
0% |
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Slash |
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All |
All |
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-5 frames
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0.25×
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6 |
0 |
0 |
3.4% |
0 |
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Forward |
20 |
134 |
0 |
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2.3 |
haver |
0.0 |
6.2 |
0.0 |
1.0× |
2.0× |
0% |
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Slash |
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All |
All |
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-5 frames
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0.25×
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7 |
0 |
0 |
3.4% |
0 |
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Forward |
20 |
134 |
0 |
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2.3 |
top |
0.0 |
6.8 |
5.4 to 10.2 |
1.0× |
2.0× |
0% |
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Slash |
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All |
All |
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-5 frames
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0.25×
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The move can be automatically repeated by holding the attack button, and Steve can jump during it. Unlike other aerials, this move lacks traditional landing lag or autocancels; upon landing, Steve instead transitions into his neutral attack or forward tilt, which continue from the latest frame with their own properties, much like air-to-ground transitions for special moves.
Hitboxes (Not Gold, Gold)
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4-6, 3-5
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Interruptible (Not Gold, Gold)
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17, 15
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Animation length (Not Gold, Gold)
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17, 15
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- Steve has a landing lag value of 6 frames coded for his neutral aerial in his character files, which is never used due to its unique properties.
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Steve's moveset
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