Hitbox visualization showing Link's back aerial.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

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
Hit 1
0 0 0 5.0% 0   Backward 0 100 50   4.0 kneer 5.0 0.0 0.0 0.8× 1.0× 0%               Kick   All All            
1 0 0 5.0% 0   Backward 0 100 36   4.0 kneer 5.0 0.0 0.0 0.8× 1.0× 0%               Kick   All All            
2 0 0 5.0% 0   Backward 0 100 50   4.5 kneer -0.5 0.0 0.0 0.8× 1.0× 0%               Kick   All All            
3 0 0 5.0% 0   Backward 0 100 36   4.5 kneer -0.5 0.0 0.0 0.8× 1.0× 0%               Kick   All All            
4 0 0 5.0% 0   Backward 0 100 50   5.0 hip 0.0 0.0 0.0 0.8× 1.0× 0%               Kick   All All            
5 0 0 5.0% 0   Backward 0 100 36   5.0 hip 0.0 0.0 0.0 0.8× 1.0× 0%               Kick   All All            
Hit 2
0 0 0 7.0% 0   Backward 45 98 0   4.5 kneel 5.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 7.0% 0   Backward 45 98 0   5.0 kneel -0.5 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
2 0 0 7.0% 0   Backward 45 98 0   5.5 hip 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            

TimingEdit

AttackEdit

Hit 1 6-8
Hit 2 15-17
Ending autocancel 29-
Interruptible 31
Animation length 49
                                                                                                 
                                                                                                 

Landing lagEdit

Interruptible 7
Animation length 21
                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible