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Kazuya (SSBU)/Up tilt/Hit 1

Hitbox visualization showing Kazuya's first up tilt.
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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 6.0% 1.0   Forward 71 5 0   5.0 top 0.0 13.0 7.5 0.4× 1.0× 0%               Kazuya Punch   All All             +1 frame
1 0 0 6.0% 1.0   Forward 71 5 0   3.0 top 0.0 15.5 10.0 0.4× 1.0× 0%               Kazuya Punch   All All             +1 frame
2 0 0 6.0% 1.0   Forward 71 5 0   4.0 top 0.0 13.0 4.0 0.4× 1.0× 0%               Kazuya Punch   All All             +1 frame
3 0 0 6.0% 1.0   Forward 46 5 0   5.0 top 0.0 13.0 7.5 0.4× 1.0× 0%               Kazuya Punch   All All             +3 frames
4 0 0 6.0% 1.0   Forward 46 5 0   3.0 top 0.0 15.5 10.0 0.4× 1.0× 0%               Kazuya Punch   All All             +3 frames
5 0 0 6.0% 1.0   Forward 46 5 0   4.0 top 0.0 13.0 4.0 0.4× 1.0× 0%               Kazuya Punch   All All             +3 frames
Late hit
0 0 0 6.0% 1.0   Forward 68 5 0   5.0 top 0.0 15.0 5.5 0.4× 1.0× 0%               Kazuya Punch   All All             +1 frame
1 0 0 6.0% 1.0   Forward 68 5 0   3.0 top 0.0 17.5 5.0 0.4× 1.0× 0%               Kazuya Punch   All All             +1 frame
2 0 0 6.0% 1.0   Forward 68 5 0   4.0 top 0.0 13.0 4.0 0.4× 1.0× 0%               Kazuya Punch   All All             +1 frame
3 0 0 6.0% 1.0   Forward 46 5 0   5.0 top 0.0 15.0 5.5 0.4× 1.0× 0%               Kazuya Punch   All All             +3 frames
4 0 0 6.0% 1.0   Forward 46 5 0   3.0 top 0.0 17.5 5.0 0.4× 1.0× 0%               Kazuya Punch   All All             +3 frames
5 0 0 6.0% 1.0   Forward 46 5 0   4.0 top 0.0 13.0 4.0 0.4× 1.0× 0%               Kazuya Punch   All All             +3 frames

TimingEdit

The move grants intangibility to Kazuya's head, bust, and arms.

Upper body intangible 4-10
Hitboxes (early, late) 9, 10
Continuability window 2-20
Earliest continuable frame 11
Interruptible 30
Animation length 54
Hitboxes                                                                                                             
Upper body                                                                                                             
Continuability                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible
 
Continuable
 
Interruptible