Hitbox visualization showing Fox's up tilt.
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
Clean hit
0 0 0 6.0% 0   Standard 20 125 0   3.5 legr -1.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 6.0% 0   Standard 20 125 0   4.5 kneer 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
2 0 0 7.0% 0   Standard 20 110 0   5.0 kneer 3.9 -0.6 0.0 1.0× 1.0× 0%               Kick   All All            
3 0 0 8.0% 0   Standard 20 110 0   6.0 kneer 3.9 -0.6 0.0 1.0× 1.0× 0%               Kick   All All            
The late hit reduces damage to 5% for the ID 0-1 hitboxes, and 6% for the ID 2-3 hitboxes.

TimingEdit

Clean hit 3-5
Late hit 6-7
Interruptible 28
Animation length 35
                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Interruptible