OverviewEdit
HitboxesEdit
- L: number of charging loops completed, from 0 to 7*
* Releasing the charge between the final frame of a loop and the starting frame of the next counts as completing that loop. As a result, there is only a one-frame window to release a charge made of seven loops, due to the attack automatically reaching and using full charge afterwards. The "just under fully charged" attack has higher knockback scaling compared to the fully charged attack, which becomes relevant in the Home-Run Contest.
Resulting charge levelsEdit
Charge level | Charge time (frames) | Damage | Damage to shields (blade/tip) |
---|---|---|---|
1 (uncharged) | 0-29 | 6% | 5.2% |
2 | 30-59 | 11% | 8.7% |
3 | 60-89 | 16% | 12.2% |
4 | 90-119 | 21% | 15.7% |
5 | 120-149 | 26% | 19.2% |
6 | 150-179 | 31% | 22.7% |
7 | 180-209 | 36% | 26.2% |
8 | 210 | 41% | 29.7% |
9 (fully charged) | 211 | 50% | 65% |
TimingEdit
UnchargedEdit
Hitbox | 16-21 |
---|---|
Animation length | 44 |
ChargedEdit
Charge loop | 12-41 |
---|---|
Hitbox | [release+5]-[release+10] |
Animation length | [release+33] |
Lag time |
Hitbox |
Loop point |