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Kazuya (SSBU)/Neutral attack/Hit 2

Hitbox visualization showing Kazuya's second jab.
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OverviewEdit

HitboxesEdit

The scripts only specify a hitstun modifier for the ID 0 hitbox, 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 3.0% 0   Standard 30 10 0   2.0 top 0.0 14.25 9.0 0.5× 1.0× 0%               Kazuya Punch   All All             +11 frames
1 0 0 3.0% 0   Standard 30 10 0   3.4 top 0.0 13.0 8.75 0.5× 1.0× 0%               Kazuya Punch   All All            
2 0 0 3.0% 0   Standard 30 10 0   3.4 top 0.0 13.0 3.25 0.5× 1.0× 0%               Kazuya Punch   All All            
3 0 0 3.0% 0   Standard 30 10 0   3.4 top 0.0 10.25 to 13.0 8.75 0.5× 1.0× 0%               Kazuya Punch   All All            
4 0 0 3.0% 0   Standard 30 10 0   3.4 top 0.0 10.25 to 13.0 3.25 0.5× 1.0× 0%               Kazuya Punch   All All            
5 0 0 3.0% 0   Standard 30 15 0   3.6 top 0.0 12.9 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 7-8
Continuability window Jab 3 9
Flash Punch 10-26
Interruptibility 27
Animation length 44
Hitboxes                                                                                         
Jab 3                                                                                         
Flash Punch                                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Continuable
  
Earliest continuable point
 
Interruptible