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BasicUnarmedStabLight inputSprintGap CloserSingle TargetPunch

Running Punch

A lunging punch from a sprint. Good gap closer.

Damage

Weapon damage
90%
Hits
1
Type
Stab
Crit Modifier
100

Timing

Wind-up 100 ms
Hit 200 ms
Recovery 400 ms
Total 700 ms (as authored — the live duration comes from the measured animation clip).
Timeline events
EventFromToDetails
Hitbox14.3%42.9%
Hurtbox · fist_r14.3%42.9%
Dodge Cancel50%100%
Sfx——
Id
unarmed_punch_whoosh

Reach

Max Targets
2
Type
Arc
Width Degrees
90

Movement

Distance
2.5
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
90
Crit Modifier
100
Damage Type
stab
Hit Count
1
Description
A lunging punch from a sprint. Good gap closer.
Effects
—
Extraction Damage Multiplier
—
Generates
—
Hitbox
Max Targets
2
Type
arc
Width Degrees
90
I Frames
—
Id
Running Punch
Input
Context Requirement
State
sprinting
Type
light
Movement
Distance
2.5
Duration Ms
—
Speed Mps
—
Type
forward
Name
Running Punch
Parry Config
—
Parryable
—
Resource
Momentum Generated
8
Self Buff
—
Sounds
—
Source
—
Status Effects
none
Tags
sprint, gap_closer, single_target, punch
Timeline
Events
  1. Data
    —
    End Pct
    0.429
    Hold Scale
    —
    Phase
    —
    Start Pct
    0.143
    Tag
    —
    Type
    hitbox
  2. Data
    —
    End Pct
    0.429
    Hold Scale
    —
    Phase
    —
    Start Pct
    0.143
    Tag
    fist_r
    Type
    hurtbox
  3. Data
    —
    End Pct
    1
    Hold Scale
    —
    Phase
    —
    Start Pct
    0.5
    Tag
    —
    Type
    dodge_cancel
  4. At Pct
    0.143
    Data
    Id
    unarmed_punch_whoosh
    Type
    sfx
Timing
Active Ms
200
Hitstop Ms
50
Recovery Ms
400
Startup Ms
100
Total Duration Ms
700
Visuals
Animation
Attack_Run_Attack__Run_Attack_01
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