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Kazuya (SSBU)/Neutral attack/Hit 6

Hitbox visualization showing Kazuya's sixth jab.
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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 Hitstun
Early hit
0 0 0 4.0% 0   Forward 30 5 0   3.9 top 0.0 12.0 6.0 0.4× 3.5× 0%               Kazuya Kick   All All             +4 frames
1 0 0 4.0% 0   Forward 30 5 0   3.9 top 0.0 10.0 7.25 0.4× 3.5× 0%               Kazuya Kick   All All             +4 frames
2 0 0 4.0% 0   Forward 30 5 0   3.9 top 0.0 8.0 4.0 0.4× 3.5× 0%               Kazuya Kick   All All             +4 frames
3 0 0 4.0% 0   Forward 30 5 0   2.5 top 0.0 15.0 11.5 0.4× 3.5× 0%               Kazuya Kick   All All            
4 0 0 4.0% 0   Forward 30 5 0   4.0 top 0.0 12.0 10.5 0.4× 3.5× 0%               Kazuya Kick   All All            
Late hit
0 0 0 4.0% 0   Forward 30 5 0   3.9 top 0.0 10.0 6.0 0.4× 3.5× 0%               Kazuya Kick   All All             +4 frames
1 0 0 4.0% 0   Forward 30 5 0   3.9 top 0.0 8.0 7.25 0.4× 3.5× 0%               Kazuya Kick   All All             +4 frames
2 0 0 4.0% 0   Forward 30 5 0   3.9 top 0.0 8.0 4.0 0.4× 3.5× 0%               Kazuya Kick   All All             +4 frames
3 0 0 4.0% 0   Forward 30 5 0   2.5 top 0.0 10.0 to 10.1 11.5 0.4× 3.5× 0%               Kazuya Kick   All All            
4 0 0 4.0% 0   Forward 30 5 0   4.0 top 0.0 8.0 10.5 0.4× 3.5× 0%               Kazuya Kick   All All            

TimingEdit

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

Hitboxes (early, late) 24, 25
Continuability window 2-25
Continuation frame 26
Interruptibility 55
Animation length 63
                                                                                                                             
                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Continuable
  
Earliest continuable point
 
Interruptible