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Pyra (SSBU)/Neutral attack/Hit 2

Hitbox visualization showing Pyra's second jab.
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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 2.0% 0   Standard 20 15 0   3.0 top 0.0 8.0 7.0 1.2× 1.0× 0%               Slash   All All             +8 frames
1 0 0 2.0% 0   Standard 20 15 0   3.0 top 0.0 8.0 9.0 1.2× 1.0× 0%               Slash   All All             +8 frames
2 0 0 2.0% 0   Standard 10 15 0   4.0 top 0.0 8.0 11.0 1.2× 1.0× 0%               Slash   All All             +12 frames
Late hit
0 0 0 2.0% 0   Standard 20 15 0   3.0 top 0.0 8.0 7.0 1.2× 1.0× 0%               Slash   All All             +8 frames
1 0 0 2.0% 0   Standard 20 15 0   3.0 top 0.0 8.0 9.0 1.2× 1.0× 0%               Slash   All All             +8 frames
2 0 0 2.0% 0   Standard 10 15 0   4.0 top 0.0 8.0 13.5 1.2× 1.0× 0%               Slash   All All             +12 frames

TimingEdit

The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed and released at least 3 times. Otherwise, it transitions into the third jab.

Hitboxes (early, late) 5, 6
Continuability Rapid jab 13
Jab 3 14-30
Interruptible 32
Animation length 57
Hitboxes                                                                                                                   
Rapid jab                                                                                                                   
Jab 3                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Continuable
  
Earliest continuable point
 
Interruptible