Hitbox visualization showing Mega Man's up aerial.
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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
Hitbox (early)
0 0 3 3.0% 0   Speed-based 0 100 70   5.0 top 0.0 3.0 0.0 0.2× 0.7× 0%               Punch   All All            
Hitbox (late)
0 0 5 2.0% 0   Speed-based 0 100 70   7.0 top 0.0 3.0 0.0 0.2× 0.7× 0%               Slash   All All            
Windbox (early)
0 0 5 1.0% 0   Speed-based 0 100 80   10.0 top 0.0 0.0 0.0 0.2× 0.7× 0%               Slash   All All            
Windbox (late)
0 0 5 2.0% 0   Speed-based 5 260 0   9.0 top 0.0 0.0 0.0 0.2× 0.7× 0%               Slash   All All            

TimingEdit

AttackEdit

Initial autocancel 1
Hitbox (early) 11-18 (rehit rate: 3)
Hitbox (late) 19-32 (rehit rate: 5)
Windbox (early) 33-55 (rehit rate: 5)
Windbox (late) 56-61 (rehit rate: 5)
Ending autocancel 51-
Interruptible 54
Animation length 59
                                                                                                                         
                                                                                                                         
                                                                                                                         

Landing lagEdit

Interruptible 21
Animation length 32
                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Flinchless hitbox
  
Prop event
 
Interruptible

Tornado parametersEdit

Lifetime 51 frames
Initial vertical speed 0.1
Acceleration 0.07
Maximum vertical speed 1.5

TriviaEdit

  • Uniquely, the late hitbox and windboxes are coded to have the vertical components of their launch angles inverted if the projectile is reflected, turning them into weak meteor smashes.