Hitbox visualization showing Shulk's down 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
Hit 1
0 0 0 6.0% 0   Standard 0 100 15   5.3 top 0.0 4.0 to 1.0 0.8 1.2× 1.0× 0%               Kick   All All            
1 0 0 7.5% 0   Standard 0 100 20   5.3 top 0.0 4.0 to 1.0 0.8 1.2× 1.0× 0%               Kick   All All            
Hit 2
0 0 0 11.5% 0   Forward 15 90 0   6.2 top 0.0 -1.0 0.8 1.0× 1.0× 0%               Slash   All All            
1 0 0 11.5% 0   Forward 50 85 0   6.2 top 0.0 5.0 0.8 1.0× 1.0× 0%               Slash   All All            
2 0 0 10.5% 0   Forward 55 85 0   3.7 top 0.0 -14.0 to 4.0 0.8 1.0× 1.0× 0%               Slash   All All            

TimingEdit

AttackEdit

Initial autocancel 1-2
Hit 1 14-16
Hit 2 23-25
Ending autocancel 52-
Interruptible 61
Animation length 78
                                                                                                                                                           
                                                                                                                                                           

Landing lagEdit

Interruptible 15
Animation length 29
                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Autocancel
 
Interruptible

TriviaEdit

  • The second hit's ID 0 and 1 hitboxes are coded as extended hitboxes despite not being actually extended, which prevents them from interpolating.