Hitbox visualization showing Kazuya's down tilt.
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OverviewEdit

HitboxesEdit

Only the ID 0 hitbox has a hitstun modifier specified in the scripts, but it applies 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
0 0 0 15.0% 4.0   Forward 85 15 0   2.0 top 0.0 6.0 9.0 0.3× 1.0× 0%               Kazuya DTilt   All All             +17 frames
1 0 0 15.0% 4.0   Forward 85 15 0   4.0 top 0.0 5.0 11.0 0.3× 1.0× 0%               Kazuya DTilt   All All            
2 0 0 15.0% 4.0   Forward 85 15 0   3.0 top 0.0 7.0 8.0 0.3× 1.0× 0%               Kazuya DTilt   All All            
3 0 0 15.0% 4.0   Forward 85 15 0   2.8 top 0.0 9.0 5.0 0.3× 1.0× 0%               Kazuya DTilt   All All            

TimingEdit

AttackEdit

The move can be canceled by pressing a shield button during frames 2-11, causing it to transition on frame 13.

Cancel transition 13
Intangibility 13-15
Hitboxes 16-18
Interruptible 46
Animation length 58
                                                                                                                   
                                                                                                                   

CancelEdit

Transition from attack 13
Interruptible 21
Animation length 51
                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
  
State change
 
Intangible
 
Interruptible