Hitbox visualizationsEdit

No axe Non-Gold axe Gold axe
     

OverviewEdit

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HitboxesEdit

Each hit with an axe uses up 5.5 durability points, out of a maximum of 70 for a Wood or Gold axe, 85 for a Stone axe, and 95 for an Iron or Diamond axe.

No axeEdit

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 5.2% 0   Forward 48 76 0   4.4 armr 0.6 0.4 0.0 1.0× 1.3× 0%               Punch   All All            

Wood AxeEdit

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 6.5% 0   Forward 48 76 0   4.4 armr 0.6 0.4 0.0 1.0× 1.3× 0%               Kick   All All            
1 0 0 6.5% 0   Forward 48 76 0   5.4 haver 0.0 4.2 0.0 1.0× 1.3× 0%               Kick   All All            

Stone AxeEdit

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 7.15% 0   Forward 48 76 0   4.4 armr 0.6 0.4 0.0 1.0× 1.3× 0%               Kick   All All            
1 0 0 7.15% 0   Forward 48 76 0   5.4 haver 0.0 4.2 0.0 1.0× 1.3× 0%               Kick   All All            

Iron AxeEdit

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 7.8% 0   Forward 48 76 0   4.4 armr 0.6 0.4 0.0 1.0× 1.3× 0%               Kick   All All            
1 0 0 7.8% 0   Forward 48 76 0   5.4 haver 0.0 4.2 0.0 1.0× 1.3× 0%               Kick   All All            

Gold AxeEdit

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 6.5% 0   Forward 48 76 0   4.4 armr 0.6 0.4 0.0 1.0× 1.3× 0%               Kick   All All            
1 0 0 6.5% 0   Forward 48 76 0   5.4 haver 0.0 4.2 0.0 1.0× 1.3× 0%               Kick   All All            

Diamond AxeEdit

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 8.775% 0   Forward 48 76 0   4.4 armr 0.6 0.4 0.0 1.0× 1.3× 0%               Kick   All All            
1 0 0 8.775% 0   Forward 48 76 0   5.4 haver 0.0 4.2 0.0 1.0× 1.3× 0%               Kick   All All            

TimingEdit

AttackEdit

The move can be automatically repeated by holding the attack button. Unlike Steve's up tilt, he cannot jump while it is active, but a jump can still be buffered between repeated up aerials.

Initial autocancel 1
Hitboxes 4-8
Ending autocancel (Not Gold, Gold) 14-, 12-
Interruptible (Not Gold, Gold) 14, 12
Animation length (Not Gold, Gold) 25, 23
Not Gold                                                   
                                                 
Gold                                                   
                                                 

Landing lagEdit

Interruptible 11
Animation length 16
                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Autocancel
 
Interruptible

TriviaEdit

  • This move is the most quickly interruptible aerial in Ultimate, as well as one of the fastest in the series as a whole, having a FAF of 14 by default that drops to an even lower 12 with a Gold axe. This has infamously drawn comparisons to Meta Knight's Brawl up aerial, even to the point of controversy regarding whether Steve is broken or not.