Would probably be unlocked at around 70 Strength. Can be set to 1, 2, 3, or 4.
A multihit crash works by starting a new crash right after the endlag of the previous crash ends, up to as many times as the selected count. Although each crash has less range and damage than a single-hit crash, you can select a new direction for each individual crash, making it great for chasing down an enemy who’s constantly moving.
Because this would be extremely good for dodging in the air, using a multihit crash will consume both Air Movement options rather than only one.
The total distance that a multihit crash goes would be farther than a singlehit crash, because you’re taking longer to get there.
A 2-count travels ~20% farther than a 1-count in total.
A 3-count travels ~35% farther than a 1-count in total.
A 4-count travels ~50% farther than a 1-count in total.
The total damage that a multihit crash would have depends on if knockback is ticked on or off, because it’s harder to track an enemy if they’re being knocked back, and as such you should be rewarded more. However, it would obviously always be higher than a singlehit crash’s damage.
(note these numbers are for landing every hit of the multihit crash)
Knockback multihit crashes total to ~160% more damage than a knockback singlehit crash.
No-knockback multihit crashes total to ~125% more damage than a no-knockback singlehit crash.
I’m not thinking much about these numbers, so reply if you think they should be different (damage could probably be lower for 2-counts? unsure if 2-count blasts and smashes work the same way). I set the damage high because you’re going to be locked into this attack for a pretty long time, so it should at least compare to the DPS of other melee attacks.