Hitbox visualization showing Mega Man's down smash.

OverviewEdit

  This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean hit
0 0 17% 0   30 99 0 5.5 0 0.0 5.0 8.5 1.0x 1.0x 0%               Burn  
1 0 17% 0   30 99 0 5.5 0 0.0 5.0 -8.5 1.0x 1.0x 0%               Burn  
Mid hit
2 0 14% 0   20 105 0 4.3 0 0.0 15.0 8.5 1.0x 1.0x 0%               Burn  
3 0 14% 0   20 105 0 4.3 0 0.0 15.0 -8.5 1.0x 1.0x 0%               Burn  
ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
Late hit
0 0 0 9% 0   Forwards 35 36 0 4.0 0 0.0 4.0 8.5 1.0x 1.0x 0%               Burn   63              
1 0 0 9% 0   Backwards 35 36 0 4.0 0 0.0 4.0 -8.5 1.0x 1.0x 0%               Burn   63              
2 0 0 9% 0   Forwards 35 36 0 2.0 0 0.0 14.0 8.5 1.0x 1.0x 0%               Burn   63              
3 0 0 9% 0   Backwards 35 36 0 2.0 0 0.0 14.0 -8.5 1.0x 1.0x 0%               Burn   63              

TimingEdit

Charges between 4-5
Clean hit 17
Mid hit 18-19
Late hit 20-33
Interruptible 79
Animation length 79
                                                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Interruptible