Frame data
Youmu
66A6A
part of 66A
66A6A is pressed during 66A. Frame 1 is the first frame of 66A6A itself: with the press at the earliest point the game takes it (buffered from the frame after 66A connects), the frame 66A's hitstop ends. Startup, active, recovery, advantage and gaps count from there; 66A's own frames are on its page.
| 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 23 f | 23–26 | 24 f | 50 f | -6 | 0 | +49 | 800 | -1 orb (wrong block) | 10 / 10 | 10 / 10 | 60 f | 31 f | 60 |
Startup 23 fActive 4 fRecovery 24 fTotal 50 f
- Hitstop on hit 10 / 10
- Hitstop on block 10 / 10
- Untech 60
- Hitstun 60 f
- Blockstun 31 f
- Unreflectable 23–26 f
- Must block high 23–26 f
- Air unblockable 23–26 f
- Counter-hit state 1–26 f