The looping hits have different angles (105°/115°/105°/115° → 115°/115°/145°/145°) and higher set knockback (110 → 130), and the last hit's body hitbox is considerably larger (5u → 8u), allowing the move to connect much more reliably.
The looping hits' 1% damage hitbox (which had the highest priority) has been removed, allowing them to deal more damage overall.
Hitboxes
ID
Part
Damage
SD
Angle
BK
KS
FKV
Radius
Bone
Offset
SDIx
FFx
T%
Clang
Rebound
Type
Effect
G
A
Sound
Direct
Hit 1
0
0
5.0%
0
0
100
110
3.0
top
0.0
5.0
-1.0
1.0x
1.0x
0%
Punch
1
0
5.0%
0
0
110
110
3.0
top
0.0
5.0
8.0
1.0x
1.0x
0%
Punch
2
0
5.0%
0
0
100
90
3.0
top
0.0
11.0
-1.0
1.0x
1.0x
0%
Punch
3
0
5.0%
0
0
100
90
3.0
top
0.0
11.0
8.0
1.0x
1.0x
0%
Punch
Hits 2-5
0
0
1.2%
0
0
88
130
4.0
top
0.0
7.0
4.0
0.3x
0.6x
0%
Punch
1
0
1.3%
0
0
88
130
4.0
top
0.0
7.0
-3.0
0.3x
0.6x
0%
Punch
2
0
1.4%
0
0
88
130
4.0
top
0.0
13.0
4.0
0.3x
0.6x
0%
Punch
3
0
1.5%
0
0
88
130
4.0
top
0.0
13.0
-3.0
0.3x
0.6x
0%
Punch
Hit 6
0
0
4.0%
0
70
130
0
5.5
top
0.0
13.0
7.5 to -7.5
1.0x
2.0x
0%
Punch
1
0
4.0%
0
60
130
0
8.0
top
0.0
7.0
0.0
1.0x
1.0x
0%
Punch
The entire move uses weight-independent knockback.