Frame data
Iku
2[B]
Charged: button held 11 f after the move starts
| Startup | Active | Recovery | Total | Right block | Wrong block | On hit | Damage | Spirit Damage | Hitstop on hit (self / opp.) | Hitstop on block (self / opp.) | Hitstun | Blockstun | Untech |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 38 f (projectile) | 38–99 (first of 5 projectiles) | 30 f (after release) | 68 f | 0 | n/a | +3 | 300 ×5 · 1303 total | -0.3 orb (block) per hit | 0 / 10 (opponent +10) | 0 / 10 (opponent +10) | 34 f | 31 f | 25 |
| Damage per hit | 300 ×5 |
|---|---|
| Total vs dummy | 1303 (corner hit run) |
Hitstop and untech of the first projectile to hit (object 800/0); self is the projectile's own stop. Hit properties: the same for all 3 hits.
No body hitboxTotal 68 f
Skill/spell
Normals
HJ
Backdash
- Hitstop on hit 0 / 10 (opponent +10)
- Hitstop on block 0 / 10 (opponent +10)
- Untech 25
- Hitstun 34 f
- Blockstun 31 f
- Skill/spell cancel 38–68 (hit/block, estimate)
- Normal cancel → C normals 38–68 (hit/block, estimate)
- HJ cancel 44–68 (also on whiff, estimate)
- Backdash cancel 44–68 (hit/block, estimate)
- Counter-hit state 1–37 f