Hitbox visualization showing Roy'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
0 0 0 12.0% 0   Forward 35 107 0   4.2 top 0.0 10.5 -7.0 to -4.5 1.3× 1.0× 0%               Roy Hit   All All            
1 0 0 12.0% 0   Forward 35 107 0   4.0 sword1 2.5 0.0 0.4 1.3× 1.0× 0%               Roy Hit   All All            
2 0 0 9.0% 0   Forward 10 100 0   4.0 sword1 2.5 0.0 7.2 0.7× 1.0× 0%               Punch   All All            

TimingEdit

AttackEdit

Initial autocancel 1-2
Turnaround 3
Hitboxes 8-10
Ending autocancel 32-
Interruptible 36
Animation length 43
                                                                                     
                                                                                     

Landing lagEdit

Interruptible 11
Animation length 22
                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
State change
 
Autocancel
 
Interruptible