Super Smash Bros. Ultimate

Kazuya (SSBU)/Crouch attack

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.
Hitbox visualization showing Kazuya's crouch jab.

OverviewEdit

HitboxesEdit

The ID 0 hitbox can only hit opponents lying down, and does not lock them.

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 Hitstun
1 0 0 5.0% 2.0   Forward 40 12 0   2.0 top 0.0 9.0 13.0 0.3× 1.0× 0%               Kazuya Punch   All All             +16 frames
2 0 0 5.0% 2.0   Forward 40 12 0   3.4 top 0.0 9.0 12.0 0.3× 1.0× 0%               Kazuya Punch   All All             +16 frames
3 0 0 5.0% 2.0   Forward 40 12 0   3.0 top 0.0 9.0 5.0 to 12.0 0.3× 1.0× 0%               Kazuya Punch   All All             +16 frames
0 0 0 5.0% 2.0   Forward 0 10 60   3.0 top 0.0 3.0 5.0 to 12.0 0.3× 1.0× 0%               Kazuya Punch   No floor All             +22 frames

TimingEdit

The move can loop into itself by pressing the attack button repeatedly. Upon hitting three times with the move, any subsequent hits push Kazuya back with a speed of 1 (in units per frame) until it is interrupted.

Lower arm intangible 6-8
Hitboxes 7-8
Repeat window 16-26
Interruptible 27
Animation length 34
Hitboxes                                                                     
Lower arm                                                                     
Repeat                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
  
Loop point
 
Intangible
 
Continuable
 
Interruptible

TriviaEdit