SSBU Icon.png

Kazuya (SSBU)/Forward tilt

Hitbox visualization showing Kazuya's forward tilt.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

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 Shieldstun
0 0 0 14.5% 2.0   Forward 37 71 0   2.5 footl 0.0 0.0 0.0 0.35× 1.0× 0%               Kazuya Kick   All All             0.8×
1 0 0 14.5% 2.0   Forward 37 71 0   4.25 footl 0.0 0.0 0.0 0.35× 1.0× 0%               Kazuya Kick   All All             0.8×
2 0 0 14.5% 2.0   Forward 37 71 0   3.5 kneel 0.0 0.0 0.0 0.35× 1.0× 0%               Kazuya Kick   All All             0.8×
3 0 0 14.5% 2.0   Forward 37 71 0   3.5 legl 0.0 0.0 0.0 0.35× 1.0× 0%               Kazuya Kick   All All             0.8×

TimingEdit

Hitboxes 12-16
Lower leg intangible 12-16
Interruptible 41
Animation length 61
Hitboxes                                                                                                                           
Lower leg                                                                                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible
 
Interruptible

TriviaEdit

  • The ID 0 hitbox uses the same position as the ID 1 hitbox with a smaller radius and no other differences, making the distinction between them pointless.
  • Although this move cannot be angled, it has hitbox data for upward and downward angled variants within Kazuya's character files, with no difference other than the action names (AttackS3Hi and AttackS3Lw).