Hitbox visualization showing Kazuya's down smash.
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OverviewEdit

HitboxesEdit

The scripts only specify shieldstun multipliers for the ID 0 and 1 hitboxes, but they apply to all hitboxes due to a glitch.

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 Shieldstun
Clean hit (early)
0 0 0 17.0% 15.0   Standard 100 10 0   4.0 top 0.0 8.2 11.5 0.3× 1.0× 0%               Kazuya Hit   All All             +5 frames 1.2×
1 0 0 15.0% 15.0   Standard 100 10 0   3.0 top 0.0 8.0 7.0 0.3× 1.0× 0%               Kazuya Hit   All All             +5 frames 1.2×
2 0 0 17.0% 15.0   Standard 20 80 0   4.0 top 0.0 8.2 11.5 0.3× 1.0× 0%               Kazuya Hit   All All             +5 frames
3 0 0 15.0% 15.0   Standard 20 80 0   3.0 top 0.0 8.0 7.0 0.3× 1.0× 0%               Kazuya Hit   All All             +5 frames
Clean hit (late)
0 0 0 17.0% 15.0   Standard 100 10 0   4.0 top 0.0 6.3 11.5 0.3× 1.0× 0%               Kazuya Hit   All All             +5 frames 1.2×
1 0 0 15.0% 15.0   Standard 100 10 0   3.0 top 0.0 6.3 7.0 0.3× 1.0× 0%               Kazuya Hit   All All             +5 frames 1.2×
2 0 0 17.0% 15.0   Standard 20 80 0   4.0 top 0.0 6.3 11.5 0.3× 1.0× 0%               Kazuya Hit   All All             +5 frames
3 0 0 15.0% 15.0   Standard 20 80 0   3.0 top 0.0 6.3 7.0 0.3× 1.0× 0%               Kazuya Hit   All All             +5 frames
Late hit
0 0 0 17.0% 15.0   Standard 100 10 0   4.0 top 0.0 2.5 11.5 0.3× 1.0× 0%               Kazuya Hit   All All             +5 frames 1.2×
1 0 0 15.0% 15.0   Standard 100 10 0   3.0 top 0.0 3.0 7.0 0.3× 1.0× 0%               Kazuya Hit   All All             +5 frames 1.2×
2 0 0 13.0% 15.0   Standard 20 80 0   4.0 top -5.0 to 5.0 2.5 11.5 0.3× 1.0× 0%               Kazuya Hit   All All             +5 frames
3 0 0 11.0% 15.0   Standard 20 80 0   3.0 top 0.0 3.0 7.0 0.3× 1.0× 0%               Kazuya Hit   All All             +5 frames

TimingEdit

The damage-based armor has a threshold of 6%.

Charges between 2-3
Damage-based armor 7-15
Arm intangible 17-19
Clean hit 17, 18
Late hit 19
Interruptible 47
Animation length 65
Hitboxes                                                                                                                                   
Body                                                                                                                                   
Arm                                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible
 
Armour
 
Interruptible