VESTRA CODAThe Codex
vestracoda.com ↗
BasicUnarmedCrushHeavy inputSingle TargetMain HandKickAerialDive

Comet Fall

A driving descent that slams into the ground. Hold to commit.

Damage

Weapon damage
160%
Hits
1
Type
Crush
Crit Modifier
120

Timing

Wind-up 120 ms
Hit 220 ms
Recovery 100 ms
Total 440 ms (as authored — the live duration comes from the measured animation clip).
Timeline events
EventFromToDetails
Hitbox0%40%phase end
Hurtbox · foot_l0%40%phase end
Sfx——
Id
unarmed_kick_whoosh

Reach

Max Targets
3
Range
3.5 m
Type
Arc
Width Degrees
120

Used by

1
Combo Graphs · 1
Full catalogue record27 fields · straight from the content catalogue
Animation
—
Category
basic
Charge
—
Costs
Cooldown Ms
—
Hp
—
Loadout Resource
—
Stamina
0
Damage
Base Damage Percent
160
Crit Modifier
120
Damage Type
crush
Hit Count
1
Description
A driving descent that slams into the ground. Hold to commit.
Effects
—
Extraction Damage Multiplier
—
Generates
—
Hitbox
Max Targets
3
Range M
3.5
Type
arc
Width Degrees
120
I Frames
—
Id
Comet Fall
Input
Type
heavy
Movement
—
Name
Comet Fall
Parry Config
—
Parryable
—
Resource
—
Self Buff
—
Sounds
—
Source
—
Status Effects
none
Tags
single_target, main_hand, kick, aerial, dive
Timeline
Events
  1. Data
    —
    End Pct
    0.4
    Hold Scale
    —
    Phase
    end
    Start Pct
    0
    Tag
    —
    Type
    hitbox
  2. Data
    —
    End Pct
    0.4
    Hold Scale
    —
    Phase
    end
    Start Pct
    0
    Tag
    foot_l
    Type
    hurtbox
  3. At Pct
    0.27
    Data
    Id
    unarmed_kick_whoosh
    Type
    sfx
Timing
Active Ms
220
Hitstop Ms
70
Recovery Ms
100
Startup Ms
120
Total Duration Ms
440
Visuals
Animation
Attack_Attack_Air_to_Floor_02__Attack_Air_to_Floor_02_Start
Clip Start Ms
—
Phase End
Attack_Attack_Air_to_Floor_02__Attack_Air_to_Floor_02_End
Phase End Release Ms
1,000
Phase Loop
Attack_Attack_Air_to_Floor_02__Attack_Air_to_Floor_02_Loop
Phase Loop Drain Per Sec
—
Phase Loop Drain Stat
—
Phase Loop Max Ms
—
Phase Loop Min Ms
—
Phase Loop Until
landing
Root Motion
full_2d
Weapon Class
unarmed