Overview
Hitboxes
- 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 four loops, due to the attack automatically reaching and using full charge afterwards - though unlike similar moves, there is no practical advantage to doing do, as the "just under fully charged" attack does 1 less damage and equal knockback compared to the fully charged attack.
Resulting charge levels
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 | 31% | 22.7% |
7 | 180 | 36% | 26.2% |
8 | 210 | 41% | 29.7% |
9 (fully charged) | 211 | 50% | 65% |
Timing
Uncharged
Hitbox | 16-21 |
---|---|
Animation length | 44 |
Charged
Charge loop | 12-41 |
---|---|
Hitbox | [release+5]-[release+10] |
Animation length | [release+33] |
Lag time |
Hitbox |
Loop point |