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 Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Blockable Reflectable Absorbable Flinchless Heedless Piercing Strechy ?2 ?5 ?6 ?11 Hit Bits
Clean hit
0 0 0 11% 0   Backwards 0 100 0 3.8 5 0.0 0.0 0.0 1.0x 1.0x 0%               Kick                         11111111111111
1 0 0 11% 0   Backwards 0 100 0 3.0 7 0.0 -1.0 0.0 1.0x 1.0x 0%               Kick                         11111111111111
2 0 0 11% 0   Backwards 5 100 0 2.0 11 0.0 -0.5 0.0 1.0x 1.0x 0%               Kick                         11111111111111
3 0 0 12% 0   Backwards 14 98 0 4.2 11 0.0 3.8 0.0 1.0x 1.0x 0%               Kick                         11111111111111
Late hit
0 0 0 6% 0   Backwards 0 100 0 4.0 5 0.0 0.0 0.0 1.0x 1.0x 0%               Kick                         11111111111111
1 0 0 6% 0   Backwards 0 100 0 2.0 7 0.0 -1.0 0.0 1.0x 1.0x 0%               Kick                         11111111111111
2 0 0 6% 0   Backwards 4 100 0 3.3 11 0.0 -0.5 0.0 1.0x 1.0x 0%               Kick                         11111111111111
3 0 0 6% 0   Backwards 8 100 0 2.8 11 0.0 3.0 0.0 1.0x 1.0x 0%               Kick                         11111111111111

TimingEdit

Initial autocancel 1-3
Clean hit 4-6
Late hit 7-17
Ending autocancel 31-
Interruptible 38
Animation length 39
                                                                             
                                                                             

Landing lagEdit

Animation length 10
                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible