Hitbox visualization showing Byleth's up smash.
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OverviewEdit

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Multihits (early)
0 0 7 2.0% 0   Standard 0 100 0   7.0 top 0.0 9.0 9.5 1.2× 1.0× -100%               Slash   All All            
Multihits (mid)
0 0 7 2.0% 0   Standard 0 100 0   7.0 top 0.0 23.5 1.5 0.6× 1.0× -100%               Slash   All All            
The early and mid multihits use a position vector with offsets [3, 27] for 8 frames.
Multihits (late)
0 0 4 2.0% 0   Standard 0 100 40   5.5 top 0.0 26.0 2.0 0.6× 1.0× -100%               Slash   All All            
1 0 4 2.0% 0   Standard 0 100 40   4.5 top 0.0 18.5 2.0 0.6× 1.0× -100%               Slash   All All            
2 0 4 2.0% 0   Forward 0 100 60   5.0 top 0.0 26.5 -6.5 0.6× 1.0× -100%               Slash   All All            
3 0 4 2.0% 0   Backward 0 100 60   5.0 top 0.0 26.5 10.0 0.6× 1.0× -100%               Slash   All All            
Final hit
0 1 0 10.0% 0   Forward 68 104 0   6.5 top 0.0 26.0 2.0 1.0× 1.0× -100%               Slash   All All            
1 1 0 10.0% 0   Forward 68 104 0   5.5 top 0.0 18.5 2.0 1.0× 1.0× -100%               Slash   All All            
2 1 0 10.0% 0   Forward 68 104 0   6.0 top 0.0 26.5 -6.5 1.0× 1.0× -100%               Slash   All All            
3 1 0 10.0% 0   Forward 68 104 0   6.0 top 0.0 26.5 10.0 1.0× 1.0× -100%               Slash   All All            

TimingEdit

Charges between 6-7
Multihits (early, mid) 13, 14-16 (rehit rate: 7)
Multihits (late) 17-27 (rehit rate: 4)
Final hit 28-29
Interruptible 58
Animation length 81
                                                                                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Interruptible

TriviaEdit

  • The late multihits' ID 0 hitbox is coded as an extended hitbox despite not actually extending, which prevents it from interpolating.