You’re standing at the edge of the stage, thinking you’re safe. You’ve spaced yourself perfectly, or so you thought. Then, out of nowhere, the blue blur rears back, winds up a punch, and somehow connects from across the zip code. If you’ve played Super Smash Bros. Ultimate for more than ten minutes, you’ve probably felt the sting of the Sonic f smash hitbox. It feels wrong. It looks like it should miss. Yet, there you are, flying toward the blast zone at 90%.
Honestly, Sonic is one of the most polarizing characters in the game, and this move is a huge reason why. People call it "deceptive," but that’s a polite way of saying the visuals don't always match the reality of where the danger is.
The Mechanics of the Wind-Up Punch
So, what’s actually happening when Sonic throws that punch? Formally known as the Wind-Up Punch—a reference to his moveset in Sonic the Fighters—his forward smash is more than just a quick strike. It’s a shifting hitbox.
Unlike a sword character who swings a static blade, Sonic actually steps forward during the animation. This "step-in" is what catches people off guard. On paper, the move starts on frame 18. That’s not exactly lightning-fast. In fact, compared to Mario’s frame 15 or Little Mac’s frame 14, it’s a bit slow. But the startup isn’t the problem; it’s the displacement.
By the time the active frames (18-20) hit, Sonic’s model has lunged forward. This means the range isn't just his arm length—it’s his arm length plus the distance of his dash.
Breaking Down the Frame Data
- Startup: 18 frames.
- Active Frames: 18-20.
- Total Frames: 47 (if you miss, you’re stuck for a while).
- Shield Safety: Roughly -19 on shield.
Basically, if he hits your shield, you should be able to punish him. But here is the kicker: the pushback. Because the move hits so hard and has such a long reach, Sonic often ends up far enough away that your standard "out of shield" options just whiff. You try to grab, you grab air, and then he’s already dashing away to start the cycle again. It’s tilting.
Why the Sonic f smash hitbox Feels "Broken"
There’s a persistent conversation in the Smash community about "model scaling." If you look at hitbox visualizations—those red circles that show the actual area of effect—Sonic’s fist during his forward smash actually grows in size. It’s a classic animation trick to make the move look more impactful, but in a precise fighting game, it creates a "bubble" of priority that beats out a lot of other physical moves.
The Hurtbox Extension
One thing most players get wrong is where Sonic can be hit during this move. While his fist becomes a massive hitbox, his hurtbox (the part of him you can actually hit) also extends. However, it only extends to his wrist. This makes the move "disjointed."
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It’s effectively a sword move without the sword. Because the hitbox stays active at the very tip of his glove while his body remains slightly further back, he can "clang" with projectiles or even beat out other characters' jabs and tilts without taking a trade.
Angling for the Two-Frame
You’ve seen it. A Sonic player stands at the ledge, charging the f-smash, and they angle it downward. This isn't just for show. When angled down, the Sonic f smash hitbox can actually clip characters who are hanging onto the ledge or trying to recover.
Since the move has high knockback growth, getting "two-framed" by this at 60% is often a death sentence. Most characters can't handle that horizontal launch angle, especially if their recovery is linear.
How to Actually Beat It
It's easy to complain, but the move has a massive weakness: it’s a total commitment. If a Sonic player misses a forward smash, they are stuck in 27 frames of "ending lag." That is nearly half a second where they cannot move, shield, or jump.
- Don't Panic Shield: If you see the wind-up, jumping is often better than shielding. Since the move is horizontal, being even slightly above Sonic’s head makes the hitbox completely useless.
- Patience is a Virtue: Sonic players love to use f-smash as a "hard read." They wait for you to roll in or get impatient. If you just stay still or drift back, they’ll whiff, and you get a free smash attack of your own.
- Spot Dodge the Lunge: Because the move has so few active frames (only 3 frames!), a well-timed spot dodge completely negates it. You don't even have to move out of the way; just phase through the punch and punish the recovery.
The Verdict on the Blue Blur’s Punch
Is the Sonic f smash hitbox the best in the game? No. Moves like Min Min’s arms or Sephiroth’s Masamune have way more range. But in the hands of a player who knows how to abuse Sonic's speed, it feels oppressive. It’s a move that rewards "bait and switch" gameplay—making you think you have an opening, then lunging across the stage to close the gap.
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Stop treating it like a normal punch. Treat it like a projectile that Sonic happens to be attached to. Respect the range, bait the lag, and don't let the visual of a small hedgehog fool you into thinking you're safe at mid-distance.
If you're struggling with the matchup, your next step is to head into Training Mode and turn on the "Invincibility/Hitbox" overlay. Specifically, practice the distance at which the angled-down version hits the ledge. Once you see the red circles for yourself, you'll realize exactly where the "dead zone" is, making those ledge-trap situations way less terrifying.