Forward Smash (Up)

28 fighters28 changed by HDRSmash Attacksinternal attacks4hi
Bayonetta hdr
bayonetta
0––––––568–
Bowser Jr. hdr
koopajr
333-35146°40126-221664–
Byleth hdr
master
631-321320°60 fixed–-132455–
Captain Falcon hdr
captain
219-222045°3693-321965–
Corrin hdr
kamui
316-1811Sakurai45107-201661–
Daisy hdr
daisy
115-181480°6882-231548–
Dark Samus hdr
samusd
410-1113Sakurai4199-331054–
Dr. Mario hdr
mariod
215-1716Sakurai2595-211550–
Ivysaur hdr
pfushigisou
115-2016Sakurai4580-391565–
King K. Rool hdr
krool
217-2019Sakurai4092-301760–
Kirby hdr
kirby
213-1515–1938°40–44100-29 to -271353–
Little Mac hdr
littlemac
214-161380°3591-211446–
Luigi hdr
luigi
112-1315Sakurai20119-191242–
Mario hdr
mario
215-1714Sakurai2595-231550–
Mega Man hdr
rockman
215-181278°5064-241548–
Mewtwo hdr
mewtwo
219-2216Sakurai3093-251958–
Mii Brawler hdr
miifighter
117-1818Sakurai35102-261755–
Peach hdr
peach
115-171880°6865-211548–
R.O.B. hdr
robot
116-171541°32101-311658–
Richter hdr
richter
334-35150°6088-182463–
Rosalina & Luma hdr
rosetta
116-1813Sakurai30110-301656–
Samus hdr
samus
410-1113.5Sakurai40106-331054–
Shulk hdr
shulk
520-246Sakurai30110-391369–
Simon hdr
simon
324-261540°6083-252463–
Sonic hdr
sonic
118-2016Sakurai3298-251854–
Squirtle hdr
pzenigame
120-2215Sakurai4095-222053–
Yoshi hdr
yoshi
214-1615.5Sakurai30107-281453–
Zero Suit Samus hdr
szerosuit
829-32 (every 1)240°28119-301668–

One row per fighter, so a multi-hit move shows only its first hitbox here — Hits says how many it has, and the fighter's own page lists them all. On shield is frame advantage: −7 means the defender acts seven frames before you, so anything faster than that punishes. Aerials are measured against landing lag and assume you land on the hitting frame; everything else against the move's first actionable frame. Throws and command grabs show no figure, because those hits land on an opponent already held and never meet a shield. Anything marked with a dotted underline has more to it than the one number — hover or tap it for the rest. Clicking anywhere in the Fighter cell opens the ACMD script their version of the move is read from; clicking the name itself goes to their page.

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.