Overview
Hitboxes
Timing
Each loop lasts 20 frames, but the move can be ended as early as frame 16 since its initiation, without needing a full loop to execute. The frame strips below show the timing for both a full loop and when the move is ended as early as possible.
Upon absorbing a projectile, the move lasts an extra 16 frames before it can be ended, though it can also be canceled by a roll, spot dodge, or jump during this period.
Loop points | 6-7, 26-27 |
---|---|
Hitbox | 7-12 |
Absorption (shortest) | 7-26 (7-15) |
Windbox (shortest) [from release] | 27-35 (16-24) [1-9] |
Interruptible (shortest) [from release] | 36 (25) [10] |
Animation length (shortest) [from release] | 52 (41) [26] |
Hitboxes | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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Absorption |
Lag time |
Hitbox |
Loop point |
Absorb |
Flinchless hitbox |
Interruptible |
Parameters
Move
Vertical speed multiplier on startup | 0.5 |
---|---|
Period before applying gravity | 4 frames |
Gravity | 0.027 |
Air friction | 0.018 |
Period before the move can be ended | 15 frames |
Absorber
Size | 14u |
---|---|
Bone | trans |
Offsets | [6.5, 0, 14] |
Heal multiplier | 1.6 |
Maximum damage healed per absorption | 30% |
Projectile capture speed | 1.2 |
Rotation speed for caught projectile | 9 |
Minimum period before a caught projectile is absorbed | 6 frames |
GFX size multiplier | 0.9 |
Trivia
- The rehit rate of the hitboxes (but not the ending windbox) never actually takes effect, as the move's loop instead deletes the hitbox before the rehit rate can apply, then creates it again on the following loop.