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.

StartupActiveRecoveryTotalRight blockWrong blockOn hitDamageSpirit DamageHitstop on hit (self / opp.)Hitstop on block (self / opp.)HitstunBlockstunUntech
23 f23–2624 f50 f-60+49800-1 orb (wrong block)10 / 1010 / 1060 f31 f60
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