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BasicUnarmedCrushHeavy inputHeavyCombo StarterSingle TargetMain HandKick

Front Kick

A snapping front kick with hip rotation. Opens the heavy chain.

Damage

Weapon damage
110%
Hits
1
Type
Crush
Crit Modifier
100

Timing

Wind-up 180 ms
Hit 200 ms
Recovery 420 ms
Total 800 ms (as authored — the live duration comes from the measured animation clip).
Timeline events
EventFromToDetails
Hitbox22.5%47.5%
Hurtbox · foot_r22.5%47.5%
Dodge Cancel35%100%
Sfx——
Id
unarmed_kick_whoosh

Reach

Max Targets
2
Type
Arc
Width Degrees
90

Movement

Distance
1.2
Type
Forward

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
800
Damage
Base Damage Percent
110
Crit Modifier
100
Damage Type
crush
Hit Count
1
Description
A snapping front kick with hip rotation. Opens the heavy chain.
Effects
—
Extraction Damage Multiplier
—
Generates
—
Hitbox
Max Targets
2
Type
arc
Width Degrees
90
I Frames
—
Id
Front Kick
Input
Type
heavy
Movement
Distance
1.2
Duration Ms
—
Speed Mps
—
Type
forward
Name
Front Kick
Parry Config
—
Parryable
—
Resource
Momentum Generated
8
Self Buff
—
Sounds
—
Source
—
Status Effects
none
Tags
heavy, combo_starter, single_target, main_hand, kick
Timeline
Events
  1. Data
    —
    End Pct
    0.475
    Hold Scale
    —
    Phase
    —
    Start Pct
    0.225
    Tag
    —
    Type
    hitbox
  2. Data
    —
    End Pct
    0.475
    Hold Scale
    —
    Phase
    —
    Start Pct
    0.225
    Tag
    foot_r
    Type
    hurtbox
  3. Data
    —
    End Pct
    1
    Hold Scale
    —
    Phase
    —
    Start Pct
    0.35
    Tag
    —
    Type
    dodge_cancel
  4. At Pct
    0.225
    Data
    Id
    unarmed_kick_whoosh
    Type
    sfx
Timing
Active Ms
200
Hitstop Ms
70
Recovery Ms
420
Startup Ms
180
Total Duration Ms
800
Visuals
Animation
Attack_Combo_Attack_02__Combo_02-1
Clip Start Ms
—
Phase End
—
Phase End Release Ms
—
Phase Loop
—
Phase Loop Drain Per Sec
—
Phase Loop Drain Stat
—
Phase Loop Max Ms
—
Phase Loop Min Ms
—
Phase Loop Until
—
Root Motion
—
Weapon Class
unarmed