Hitbox visualization showing Dark Samus's up aerial.
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Overview

Dark Samus drills above her with her right leg, hitting multiple time. She then thrusts upwards to launch her opponents.

Hitboxes

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 Rehit rate Hitstun
Hit 1
0 0 0 3.0% 0   Standard 0 100 90   6.5 kneer -1.0 1.0 2.0 1.0× 1.0× 0%               Kick   All All             0 -10 frames
1 0 0 3.0% 0   Standard 0 100 25   5.5 toer 1.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All             0
Multihits
0 0 3 1.3% 0   Standard 0 100 90   6.5 kneer -1.0 1.0 2.0 1.0× 1.0× 0%               Kick   All All             3 -10 frames
1 0 3 1.3% 0   Standard 0 100 25   5.5 toer 1.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All             3
Final hit
0 0 0 4.0% 0   Standard 40 160 0   6.5 kneer -1.0 1.0 2.0 1.8× 1.0× 0%               Kick   All All             0
1 0 0 4.0% 0   Standard 40 160 0   5.5 toer 1.0 0.0 0.0 1.8× 1.0× 0%               Kick   All All             0

Timing

Attack

Initial autocancel 1-2
Hit 1 5
Multihits 7-14
Final hit 16-17
Ending autocancel 34-
Interruptible 40
Animation length 53
                                                                                                         
                                                                                                         

Landing lag

Interruptible 19
Animation length 42
                                                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Autocancel
 
Interruptible

Trivia

  • The hitbox with the ID of 1 of hit 1 and the multihits is coded as an extended hitbox despite not actually being extended. This prevents it from interpolating.