Hitbox visualization showing Roy's up tilt.
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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
Early hit
0 0 0 12.0% 0   Standard 35 103 0   4.2 top 0.0 16.0 0.0 1.3× 1.0× 0%               Roy Hit   All All            
1 0 0 12.0% 0   Standard 35 103 0   2.8 sword1 0.0 0.0 1.5 1.3× 1.0× 0%               Roy Hit   All All            
2 0 0 12.0% 0   Forward 35 103 0   1.5 top 0.0 18.0 to 10.0 6.0 1.3× 1.0× 0%               Roy Hit   All All            
3 0 0 7.0% 0   Forward 30 100 0   2.0 top 0.0 16.0 to 10.0 10.0 0.7× 1.0× 0%               Punch   All All            
Mid hit
0 0 0 12.0% 0   Standard 35 103 0   4.2 top 0.0 16.0 0.0 1.3× 1.0× 0%               Roy Hit   All All            
1 0 0 12.0% 0   Standard 35 103 0   2.8 sword1 0.0 0.0 1.5 1.3× 1.0× 0%               Roy Hit   All All            
2 0 0 7.0% 0   Standard 30 100 0   3.5 sword1 0.0 0.0 7.2 0.7× 1.0× 0%               Punch   All All            
Late hit
1 0 0 12.0% 0   Standard 35 103 0   2.8 sword1 0.0 0.0 1.5 1.3× 1.0× 0%               Roy Hit   All All            
2 0 0 7.0% 0   Standard 30 100 0   3.5 sword1 0.0 0.0 7.2 0.7× 1.0× 0%               Punch   All All            

TimingEdit

Hitboxes (early, mid, late) 6, 7-8, 9-11
Interruptible 39
Animation length 53
                                                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Interruptible

TriviaEdit

  • The ID 0 hitbox is coded as an extended hitbox despite not actually being extended. This prevents it from interpolating.