The hitboxes with the "shield breaker" effect have a damage multiplier of 1.15×. However, they can only strike opponents' head hurtboxes, and unlike the move's damage increase by charging, this multiplier functions as a "damage taken" modifier (like the 1v1 multiplier ), so it has no effect on knockback dealt or damage to shields.
The move triggers a Special Zoom if it breaks a shield with any of the hitboxes.
Not fully charged Edit
The hitboxes' damage can be multiplied by up to 2.2× depending on the move's charge, for a maximum of 18.53% right before reaching full charge. More specifically, the damage multiplier is equal to 1 + 1.2 * (charge frames / 60)
. When fully charged, the hitboxes are instead changed directly with no additional damage modifier.
ID
Part
Rehit rate
Damage
SD
Angle
Angle type
BK
KS
FKV
Set weight
Radius
Bone
Offset
H×
SDI×
T%
Clang
Rebound
Effect
Type
G
A
Sound
Direct
Hit bits
Hit part
Blockable
Reflectable
Absorbable
Flinchless
No GFX
Heedless
Angled up (clean)
2
0
0
8.5%
25.0
Standard
45
90
0
3.0
top
0.0
8.5 to 12.5
8.0 to 20.0
1.0×
1.0×
0%
Slash
All
All
3
0
0
8.5%
25.0
Standard
45
90
0
3.0
top
0.0
14.0 to 14.6
25.0 to 27.0
1.0×
1.0×
0%
Slash
All
All
0
0
0
8.5%
25.0
Standard
45
90
0
0.9
top
0.0
9.8 to 12.3
17.0 to 22.0
1.8×
1.0×
0%
Slash
All
Head
1
0
0
8.5%
25.0
Standard
45
90
0
0.9
top
0.0
13.0 to 14.7
23.5 to 28.9
1.8×
1.0×
0%
Slash
All
Head
Angled up (late)
2
0
0
8.5%
25.0
Standard
45
90
0
3.0
top
0.0
8.5 to 12.5
8.0 to 20.0
1.0×
1.0×
0%
Slash
All
All
3
0
0
8.5%
25.0
Standard
45
90
0
3.0
top
0.0
14.0 to 14.6
25.0 to 27.0
1.0×
1.0×
0%
Slash
All
All
Angled forward (clean)
2
0
0
8.5%
25.0
Standard
45
90
0
3.0
top
0.0
8.5
8.0 to 20.0
1.0×
1.0×
0%
Slash
All
All
3
0
0
8.5%
25.0
Standard
45
90
0
3.0
top
0.0
8.5
25.0 to 27.0
1.0×
1.0×
0%
Slash
All
All
0
0
0
8.5%
25.0
Standard
45
90
0
0.9
top
0.0
8.5
17.0 to 22.0
1.8×
1.0×
0%
Slash
All
Head
1
0
0
8.5%
25.0
Standard
45
90
0
0.9
top
0.0
8.5
23.5 to 28.9
1.8×
1.0×
0%
Slash
All
Head
Angled forward (late)
2
0
0
8.5%
25.0
Standard
45
90
0
3.0
top
0.0
8.5
8.0 to 20.0
1.0×
1.0×
0%
Slash
All
All
3
0
0
8.5%
25.0
Standard
45
90
0
3.0
top
0.0
8.5
25.0 to 27.0
1.0×
1.0×
0%
Slash
All
All
Angled down (clean)
2
0
0
8.5%
25.0
Standard
45
90
0
3.0
top
0.0
6.5 to 4.0
8.0 to 20.0
1.0×
1.0×
0%
Slash
All
All
3
0
0
8.5%
25.0
Standard
45
90
0
3.0
top
0.0
3.0 to 2.7
25.0 to 27.0
1.0×
1.0×
0%
Slash
All
All
0
0
0
8.5%
25.0
Standard
45
90
0
0.9
top
0.0
5.6 to 3.5
17.0 to 22.0
1.8×
1.0×
0%
Slash
All
Head
1
0
0
8.5%
25.0
Standard
45
90
0
0.9
top
0.0
3.0 to 1.7
23.5 to 28.9
1.8×
1.0×
0%
Slash
All
Head
Angled down (late)
2
0
0
8.5%
25.0
Standard
45
90
0
3.0
top
0.0
6.5 to 4.0
8.0 to 20.0
1.0×
1.0×
0%
Slash
All
All
3
0
0
8.5%
25.0
Standard
45
90
0
3.0
top
0.0
3.0 to 2.7
25.0 to 27.0
1.0×
1.0×
0%
Slash
All
All
Fully charged Edit
ID
Part
Rehit rate
Damage
SD
Angle
Angle type
BK
KS
FKV
Set weight
Radius
Bone
Offset
H×
SDI×
T%
Clang
Rebound
Effect
Type
G
A
Sound
Direct
Hit bits
Hit part
Blockable
Reflectable
Absorbable
Flinchless
No GFX
Heedless
Angled up (clean)
2
0
0
23.0%
50.0
Standard
45
90
0
2.5
top
0.0
8.5 to 12.5
8.0 to 20.0
1.0×
1.0×
0%
Slash
All
All
3
0
0
23.0%
50.0
Standard
45
90
0
2.5
top
0.0
14.0 to 14.6
25.0 to 27.0
1.0×
1.0×
0%
Slash
All
All
0
0
0
23.0%
50.0
Standard
45
90
0
0.7
top
0.0
9.8 to 12.3
17.0 to 22.0
1.8×
1.0×
0%
Slash
All
Head
1
0
0
23.0%
50.0
Standard
45
90
0
0.7
top
0.0
13.0 to 14.7
23.5 to 28.9
1.8×
1.0×
0%
Slash
All
Head
Angled up (late)
2
0
0
23.0%
50.0
Standard
45
90
0
2.5
top
0.0
8.5 to 12.5
8.0 to 20.0
1.0×
1.0×
0%
Slash
All
All
3
0
0
23.0%
50.0
Standard
45
90
0
2.5
top
0.0
14.0 to 14.6
25.0 to 27.0
1.0×
1.0×
0%
Slash
All
All
Angled forward (clean)
2
0
0
23.0%
50.0
Standard
45
90
0
2.5
top
0.0
8.5
8.0 to 20.0
1.0×
1.0×
0%
Slash
All
All
3
0
0
23.0%
50.0
Standard
45
90
0
2.5
top
0.0
8.5
25.0 to 27.0
1.0×
1.0×
0%
Slash
All
All
0
0
0
23.0%
50.0
Standard
45
90
0
0.7
top
0.0
8.5
17.0 to 22.0
1.8×
1.0×
0%
Slash
All
Head
1
0
0
23.0%
50.0
Standard
45
90
0
0.7
top
0.0
8.5
23.5 to 28.9
1.8×
1.0×
0%
Slash
All
Head
Angled forward (late)
2
0
0
23.0%
50.0
Standard
45
90
0
2.5
top
0.0
8.5
8.0 to 20.0
1.0×
1.0×
0%
Slash
All
All
3
0
0
23.0%
50.0
Standard
45
90
0
2.5
top
0.0
8.5
25.0 to 27.0
1.0×
1.0×
0%
Slash
All
All
Angled down (clean)
2
0
0
23.0%
50.0
Standard
45
90
0
2.5
top
0.0
6.5 to 4.0
8.0 to 20.0
1.0×
1.0×
0%
Slash
All
All
3
0
0
23.0%
50.0
Standard
45
90
0
2.5
top
0.0
3.0 to 2.7
25.0 to 27.0
1.0×
1.0×
0%
Slash
All
All
0
0
0
23.0%
50.0
Standard
45
90
0
0.7
top
0.0
5.6 to 3.5
17.0 to 22.0
1.8×
1.0×
0%
Slash
All
Head
1
0
0
23.0%
50.0
Standard
45
90
0
0.7
top
0.0
3.0 to 1.7
23.5 to 28.9
1.8×
1.0×
0%
Slash
All
Head
Angled down (late)
2
0
0
23.0%
50.0
Standard
45
90
0
2.5
top
0.0
6.5 to 4.0
8.0 to 20.0
1.0×
1.0×
0%
Slash
All
All
3
0
0
23.0%
50.0
Standard
45
90
0
2.5
top
0.0
3.0 to 2.7
25.0 to 27.0
1.0×
1.0×
0%
Slash
All
All
All hitboxes are placed lower (Y offset: 8.5u/7.5u → 5u (angled forward), 8.5u-12.5u/14u-14.6u/9.8u-12.3u/13u-14.7u → 6.5u-10u/11.5u-12u/9u-10.5u/11u-12.5u (angled up), 6.5u-4u/3u-2.7u/5.6u-3.5u/3u-1.7u → 4.5u-1.5u/-0.5u-(-1u)/2u-0.5u/0u-(-1.5u) (angled down)), better matching Kirby's dimensions.