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Kazuya (SSBU)/Down-forward tilt/Hit 1

Hitbox visualization showing Kazuya's first down forward tilt.
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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 Hitstun
0 0 0 7.0% 0   Forward 0 120 61   3.6 top 0.0 17.0 11.0 0.4× 1.0× 0%               Kazuya Kick   All All             +4 frames
1 0 0 7.0% 0   Forward 0 120 61   4.2 top 0.0 17.0 to 4.2 11.0 to 3.5 0.4× 1.0× 0%               Kazuya Kick   No floor All             +4 frames
2 0 0 7.0% 0   Forward 0 120 61   4.0 top 0.0 12.0 14.0 0.4× 1.0× 0%               Kazuya Kick   No floor All             +4 frames
3 0 0 7.0% 0   Forward 0 120 21   4.0 top 0.0 12.0 14.0 0.4× 1.0× 0%               Kazuya Kick   No floor All             +8 frames
4 0 0 7.0% 0   Forward 0 120 21   3.6 top 0.0 17.0 11.0 0.4× 1.0× 0%               Kazuya Kick   No floor All             +8 frames
5 0 0 7.0% 0   Forward 0 120 21   4.2 top 0.0 17.0 to 4.2 11.0 to 3.5 0.4× 1.0× 0%               Kazuya Kick   No floor All             +8 frames

TimingEdit

Right leg intangible 8-11
Continuability window 2-23
Earliest continuable frame 12
Interruptible 37
Animation length 48
Hitboxes                                                                                                 
Right leg                                                                                                 
Continuability                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible
 
Continuable
  
Earliest continuable point
 
Interruptible

TriviaEdit

  • The ID 4 hitbox is fully covered by the ID 5 one, and they feature no differences other than the ID 5 hitbox covering a larger area, effectively rendering the ID 4 hitbox pointless.