Windbox
This page refers to the term used for hitboxes with pushing or pulling effects. For wind as used by stages, seeWind. For other uses of the term "wind", seeWind (disambiguation).
Windboxes are hitboxes that deal knockback, but cause no hitstun. As a purely aesthetic conceit, windboxes will also make certain parts of a character, such asLink's cap, respond realistically to the wind. Windboxes are typically non-damaging, and are frequently push with too weak of a force to kill on their own. In competitive play, windboxes are typically used togimp an opponent due to their ability to push opponents away from the ledge. That being said, if a player is hit with a non-damaging windbox by an opponent, and then promptlySDs, it will count as a KO for the opponent. In addition to not inflicting hitstun, windboxes cannot lift opponents off the ground, but can push them off edges.
Pushing attacks[edit]
Pushing refers to the windbox property being used by attacks, such as theWater Gun andF.L.U.D.D. to push opponents away from the attacker. Most push attacks work on both airborne and standing opponents, while characters hanging from a ledge are not affected. Since it is a form of knockback, its effect stacks with all other forms of movement (e.g fall speed or running), and cannot be directly opposed, instead decaying over time. As such, these moves can be very effective for keeping opponents away from an attacker or pushing them away from the stage.
From a physics standpoint, pushing is simplyknockback withoutflinching. Because of this, it can KO characters and its overall effectiveness is affected bylaunch rates. Mr. Game & Watch's up air windbox with a launch rate of 2.0 will likely KO characters over the upper blast line. Additionally, since windbox velocity stacks with jumps, jumping while knockback from a windbox is active can cause the character to shoot upwards, potentially even leading to KOs off the upper blast zone which otherwise would not have occurred.
Pushing attacks that do not deal damage are ineffective againstshielding opponents.
Sources of pushing include:
Characters[edit]
By items[edit]
| Item | Attack | Games |
|---|---|---|
| Back Shield | Back of the shield | |
| Deku Nut | Blasts can push opponents | |
| Gust Bellows | Gust from bellowing and being dropped | |
| Poké Ball (Pokémon) | Kyogre: Hydro Pump | |
| Latios andLatias: Pockets of wind left behind that carry opponents from using Steel Wing | ||
| Ditto: If the user has any windboxes |
By enemies, bosses, and stages[edit]
| Enemy/Stage | Attack | Games |
|---|---|---|
| Borboras | Blowing wind | |
| Master Hand | Icy wind | |
| Rayquaza | Horizontal flying | |
| Ridley | Wing flapping (Subspace,SSBB), Roar (Pyrosphere,SSB4) | |
| Falcon Flyer | Active during some ofMeta Ridley's attacks | |
| Pac-Land | Fire Hydrant shots |
Pulling attacks[edit]
Conversely,pulling orvacuuming attacks (such asInhale) causecharacters, as well as certainitems, to be pulled toward the attacker. Contrary to common belief, these are identical in property to pushing attacks, but simply have an angle that pulls opponents inwards instead of pushing them outwards.
Sources of pulling include:
Characters[edit]
By items[edit]
| Item | Attack | Games |
|---|---|---|
| Poké Ball (Pokémon) | Darkrai: Dark Void | |
| Deoxys: Hyper Beam | ||
| Latios andLatias: Vacuums created from intersections between the two | ||
| Unira | Directly around the Unira |
By enemies, bosses, and stages[edit]
| Enemy/Boss | Attack | Games |
|---|---|---|
| Duon | Spinning attack |

