Damage
Weapon damage
150%
Hits
1
Type
Crush
- Crit Modifier
- 120
Timing
Total 1 s (as authored — the live duration comes from the measured animation clip).
Timeline events
| Event | From | To | Details |
|---|---|---|---|
| Hitbox | 25% | 53% | |
| Hurtbox · foot_r | 25% | 53% | |
| Dodge Cancel | 58% | 100% | |
| Sfx | — | — |
|
Reach
- Max Targets
- 2
- Type
- Arc
- Width Degrees
- 90
Movement
- Distance
- 2
- Type
- Forward
Used by
1Combo Graphs · 1
Full catalogue record27 fields · straight from the content catalogue
- Animation
- —
- Category
- basic
- Charge
- —
- Costs
- Cooldown Ms
- —
- Hp
- —
- Loadout Resource
- —
- Stamina
- 1,200
- Damage
- Base Damage Percent
- 150
- Crit Modifier
- 120
- Damage Type
- crush
- Hit Count
- 1
- Description
- A devastating overhead axe kick. Finisher — terminates the heavy chain.
- Effects
- —
- Extraction Damage Multiplier
- —
- Generates
- —
- Hitbox
- Max Targets
- 2
- Type
- arc
- Width Degrees
- 90
- I Frames
- —
- Id
- Axe Kick
- Input
- Type
- heavy
- Movement
- Distance
- 2
- Duration Ms
- —
- Speed Mps
- —
- Type
- forward
- Name
- Axe Kick
- Parry Config
- —
- Parryable
- —
- Resource
- Momentum Generated
- 15
- Self Buff
- —
- Sounds
- —
- Source
- —
- Status Effects
- none
- Tags
- finisher, combo_ender, single_target, main_hand, kick
- Timeline
- Events
- Data
- —
- End Pct
- 0.53
- Hold Scale
- —
- Phase
- —
- Start Pct
- 0.25
- Tag
- —
- Type
- hitbox
- Data
- —
- End Pct
- 0.53
- Hold Scale
- —
- Phase
- —
- Start Pct
- 0.25
- Tag
- foot_r
- Type
- hurtbox
- Data
- —
- End Pct
- 1
- Hold Scale
- —
- Phase
- —
- Start Pct
- 0.58
- Tag
- —
- Type
- dodge_cancel
- At Pct
- 0.25
- Data
- Id
- unarmed_axe_kick_whoosh
- Type
- sfx
- Timing
- Active Ms
- 280
- Hitstop Ms
- 85
- Recovery Ms
- 470
- Startup Ms
- 250
- Total Duration Ms
- 1,000
- Visuals
- Animation
- Attack_Combo_Attack_02__Combo_02-4
- 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