Character
|
Description
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Damage
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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 hatbox. Like from Melee, the smash can be angled. |
17% when sweetspotted, 14% sourspotted.
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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. |
14% uncharged, 19% fully charged.
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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 sweespot, 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. |
The tennis racket does 12-16% damage but 13-19% damage when sweespoted/The golf club does 15-21%/The frying pan does 18-25% damage when sweetspotted.
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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. |
Does about 33% damage.
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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. The damage depends on where it hits. |
18-29.4% damage.
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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. |
Template:DamageWhenCharged damage if both hits connect.
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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. 16% damage.
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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). |
19% uncharged, 26% fully charged.
|
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. |
49% damage fully charged and both hits.
|
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. |
17% damage.
|
Sheik |
Sheik spin-kicks forward twice. The first kick has less knockback and easily combos into the second, more powerful kick. |
32% fully charged with all hits.
|
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 side smashes in the game. The pivoted smash attack has more range than usual and has high shield stun. It has a disjointed hitbox. |
24% uncharged, 33% fully charged.
|
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. |
Maximum of 32.2 damage.
|
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. |
Does 12%-19% damage.
|
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. |
Inflicts 10%-14% damage in front, does 6% behind.
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Pit |
Slashes forward twice with bow swords. Very fast with good knockback when not stale. It is one of Pit's finishing moves. |
19% if both hits connect.
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Ice Climbers |
The Ice Climbers overhead-swing their hammers to the ground. Does not deal as much knockback as in Melee. |
32% fully charged with both hits landing.
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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 side smash. Can be angled. |
Does 12%-19% damage.
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Mr. Game & Watch |
Mr. Game & Watch overhead-swings a lighted match. Very powerful, with a long-lasting hitbox, making it difficult to punish. |
25% fully charged.
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Kirby |
Kirby lunges forward and jump-kicks. Quick start-up and good range, huge knockback and priority. It also can be angled. |
15% uncharged, 21% fully charged.
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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. |
14% unchagerd, 19% fully charged.
|
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 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. Less of a shockwave on the ground near the hammer. Strongest smash attack in the game. |
32% damage sweetspoted hit on tip but 5% damage when sourspotted.
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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. |
Red Pikmin: 15% uncharged, 21% fully charged. Blue Pikmin: 15% uncharged, 21% fully charged. Yellow Pikmin: 13% uncharged, 18% fully charged. White Pikmin: 9% uncharged, 12% fully charged. Purple Pikmin: 18% uncharged, 25% fully charged.
|
Fox |
Fox performs a forward cartwheel. It has moderate knockback and range. |
15% uncharged, 21% fully charged.
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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. |
15% uncharged, 21% fully charged.
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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). |
15% uncharged and 21% fully charged.
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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. |
19% damage.
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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. |
20% at close range.
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Squirtle |
Squirtle retracts into its shell and launches forward. Moderate knockback and damage. It has launch resistance frames. |
Does 16% uncharged, 22% damage fully charged.
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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. |
Does 16-22% damage.
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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. |
29% when both hits are fully charged and land.
|
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. |
31% at maximum if sweetspotted and charged.
|
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. |
16% uncharged, 22% fully charged.
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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). |
14% at the base, 19% when tipped.
|
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 side smash) if he misses like most of his moves. It is slightly weaker at the tip though it is still very powerful. |
Does 17%-24% tip, 23%-30% non-tip.
|
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. |
24% uncharged, 33% fully charged if sweetspotted, 18% uncharged, 25% fully charged if sourspotted.
|
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. |
15% uncharged, 21% fully charged.
|
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. |
Does 23-32% damage.
|
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. |
14% uncharged, 19% fully charged.
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