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Kazuya (SSBU)/Neutral attack/Hit 1

Hitbox visualization showing Kazuya's first jab.
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OverviewEdit

HitboxesEdit

The scripts only specify shieldstun multipliers for the ID 0, 1, and 2 hitboxes, but due to a glitch, they apply to all hitboxes regardless. This is not the case for the hitstun modifiers.

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
0 0 0 3.0% 0   Standard 30 10 0   2.0 top 0.0 14.5 9.0 0.5× 1.0× 0%               Kazuya Punch   All All             +8 frames 1.3×
1 0 0 3.0% 0   Standard 30 10 0   3.2 top 0.0 13.5 8.75 0.5× 1.0× 0%               Kazuya Punch   All All             +8 frames 1.3×
2 0 0 3.0% 0   Standard 30 10 0   3.2 top 0.0 13.5 3.25 0.5× 1.0× 0%               Kazuya Punch   All All             +8 frames 1.3×
3 0 0 3.0% 0   Standard 30 10 0   3.2 top 0.0 11.0 8.75 0.5× 1.0× 0%               Kazuya Punch   All All             +8 frames
4 0 0 3.0% 0   Standard 30 10 0   3.2 top 0.0 11.0 3.25 0.5× 1.0× 0%               Kazuya Punch   All All             +8 frames
5 0 0 3.0% 0   Standard 35 15 0   3.6 top 0.0 13.2 3.25 to 9.0 0.5× 1.0× 0%               Kazuya Punch   All All            

TimingEdit

The move can transition into the next jab by either holding the attack button or pressing it again.

Hitboxes 6-7
Continuability window 9-22
Interruptibility 23
Animation length 52
                                                                                                       
                                                                                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Continuable
  
Earliest continuable point
 
Interruptible