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Kazuya (SSBU)/Up-forward tilt/Hit 2

Hitbox visualization showing Kazuya's second up forward tilt.
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OverviewEdit

HitboxesEdit

The scripts only specify a hitstun modifier for the ID 0 hitbox, and shieldstun multipliers for the ID 0 and 1 hitboxes, but both of these apply 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 Shieldstun
Early hit
0 0 0 3.0% 0   Forward 0 100 40   2.0 top 0.0 4.0 9.0 0.5× 1.0× 0%               Kazuya Kick   All All             +10 frames
1 0 0 3.0% 0   Forward 0 100 40   4.0 top 0.0 5.25 to 4.0 3.0 to 7.0 0.5× 1.0× 0%               Kazuya Kick   All All            
2 0 0 3.0% 0   Forward 0 100 30   4.0 top 0.0 8.5 to 7.5 3.0 to 6.0 0.5× 1.0× 0%               Kazuya Kick   All All            
Late hit
0 0 0 3.0% 0   Forward 0 100 40   2.0 top 0.0 4.5 to 4.4 12.0 0.5× 1.0× 0%               Kazuya Kick   All All             +10 frames
1 0 0 3.0% 0   Forward 0 100 40   4.0 top 0.0 5.75 to 4.2 3.0 to 11.0 0.5× 1.0× 0%               Kazuya Kick   All All            
2 0 0 3.0% 0   Forward 0 100 30   4.0 top 0.0 8.0 to 7.0 3.0 to 9.0 0.5× 1.0× 0%               Kazuya Kick   All All            

TimingEdit

Hitboxes (early, late) 11, 12
Continuability window 2-15
Continuation frame 16
Interruptible 46
Animation length 57
                                                                                                                 
                                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Continuable
  
Earliest continuable point
 
Interruptible