Absa
The Storm Architect • Frame data and knockback info
Rivals of Aether runs at 60 frames per second, and natively at 512×960px resolution. Throughout this document and site, these frames and pixels are used as units of time and distance, respectively.
Character Properties Copied to clipboard
Hurtbox Copied to clipboard
Idle | Crouch | Hitstun |
---|---|---|
42 × 59 | 42 × 36 | 42 × 59 |
Measured in pixels
Effective Weight Copied to clipboard
Knockback Adjust | Air Friction | Hitstun Gravity Accel | Max Fall Speed |
---|---|---|---|
1.1 | 0.04 px/f2 | 0.45 px/f2 | 8 px/f |
Grounded Movement Copied to clipboard
Initial Dash Time | Initial Dash Speed | Run Speed | Run Stop Time | Run Turn Time | Run Turn Accel | Walk Speed | Walk Accel | Ground Friction | Waveland Time | Waveland Friction |
---|---|---|---|---|---|---|---|---|---|---|
8 frames | 4 px/f | 6.25 px/f | 4 frames | 10 frames | 1.5 px/f2 | 3 px/f | 0.2 px/f2 | 0.63 px/f2 | 6 frames | 0 px/f2 |
Aerial Movement Copied to clipboard
Air Acceleration | Max Air Speed | Max Jump Horizontal Speed | Shorthop Speed | Fullhop Speed | Double Jump Speed | Double Jump Accel | Gravity Acceleration | Fastfall Speed | Land Time | Vertical Walljump Speed | Horizontal Walljump Speed | Pratfall Adjust | Pratfall Land Time |
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0.4 px/f2 | 6 px/f | 8 px/f | 4.5 px/f | 7.6 px/f | -1 px/f | -1.4 px/f2 | 0.3 px/f2 | 12 px/f | 4 frames | 7 px/f | 6 px/f | 0.4 | 16 frames |
Dodges Copied to clipboard
All characters share the same universal dodge frame data. However, the travel speed of rolls and airdodge vary across the cast, affecting distance.
Airdodge Speed | Roll Speed | Roll Body Distance | Tech Roll Speed | Tech Roll Body Distance | 8 px/f | 9.5 px/f | 135 px | 8 px/f | 116 px |
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Normal Attacks Copied to clipboard
Jab Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 3 (0 in loop) | 4-6 [ 24-26, 44-46... ] | 15 | Jab 2:
Endlag
6-7 Jab 1: Endlag 8-15 Tilts: Endlag 6-15 | 22 | 3% | 70° | 6 | 4 | 0.00 | 1× | 4 | 0.00 | 2 | True | None | |
Jab 2 | 0 | 14-16 [ 34-36, 54-56... ] | 15 | Jab 1/Tilts:
Endlag
6-15 | 32 | 4% | 361° | 6 | 4 | 0.00 | 1× | 5 | 0.00 | 1 | True | None | Jab 2 loops back into Jab 1. |
If jab is held 1 frame prior to the next part of Absa's jab loop the next hitbox will become active on the next frame, technically making the startup of her jab loops 0. If you hit another character or object at any time during the jab loop, Absa is able to cancel into a turnaround tilt at any point in the loop afterwards.
Dash Attack Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
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Hit 1 | 6 | 7-9 | 35 | 3% | 361° | 0 | 6 | 0.40 | 1× | 3 | 0.00 | 2 | True | Standard | |
Hit 2 | 13-15 | 18 /
27 | 6% | 361° | 0 | 6 | 0.40 | 1× | 5 | 0.00 | 2 | True | Standard |
Forward Tilt Copied to clipboard
Startup | Active | Endlag | Cancellable | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8-11 | 12 /
18 | Ftilt2:
15-20 | 6% | 70° | 0 | 7 | 0.30 | 1× | 8 | 0.20 | 4 | True | Standard |
Lightning Whip (Ftilt2) Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Force Flinch | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12 | 13-14 | 17 / 28 (Whiff both Hit 1-2) 22 (Whiff only Hit 2) | 43 | 4% | 85° | 0 | 9 | 0.25 | 0.5× | 3 | 6 | 0.00 | 3 | True | None |
Up Tilt Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 10 | 11-12 | 10% | 80° | 6 | 8 | 0.70 | 1× | 8 | 0.40 | 5 / 4 | True | Standard | ||
Late | 13-17 | 9 /
14 | 32 | 4% | 90° | 6 | 6 | 0.35 | 1× | 6 | 0.20 | 1 | True | Standard |
Down Tilt Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6-11 | 9 /
14 | 26 | 7% | 30° | 0 | 7 | 0.45 | 1× | 7 | 0.60 | 1 | True | Standard |
Aerial Attacks Copied to clipboard
Neutral Air Copied to clipboard
Startup | Active | Endlag | FAF | Landing Lag | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1-4 | 8 | 9-10, 13-14, 17-18, 21-22 | 4 / 6 | 2% | 90° | 2 | 4 | 0.00 | 1× | 5 | 0.00 | 1 | True | Standard | ||
Hit 5 | 29-30 | 12 /
18 | 49 | 4 / 6 | 5% | 70° | 3 | 7 | 0.30 | 1× | 7 | 0.20 | 1 | True | Standard |
Forward Air Copied to clipboard
Startup | Active | Endlag | FAF | Landing Lag | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | 8 | 9-10 | 4 / 6 | 12% | 361° | 0 | 8 | 1.00 | 0.9× | 12 | 1.00 | 8 | True | Standard | ||
Sour | 10-12 | 13 /
20 | 33 | 4 / 6 | 6% | 361° | 6 | 6 | 0.40 | 0.85× | 5 | 0.00 | 2 | True | Standard |
Cloud Kick Copied to clipboard
Notes |
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Can explode cloud by kicking it to extend hitbox with identical knockback properties. Cloud explosion is active for 3 frames, which is extended to 12 frames due to 9 frames of hitpause. The last 3 frames of hitpause will decay the base knockback by 1.5, which then remains at 6.5 BKB until the move is no longer active. |
Back Air Copied to clipboard
Startup | Active | Endlag | FAF | Landing Lag | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | 12 | 13-14 | 4 / 6 | 12% | 32° | 0 | 6 | 1.00 | 1× | 12 | 1.00 | 8 | True | Standard | ||
Sour | 14-16 | 13 /
20 | 37 | 4 / 6 | 6% | 361° | 6 | 6 | 0.40 | 0.85× | 5 | 0.00 | 2 | True | Standard |
Cloud Kick Copied to clipboard
Notes |
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Can explode cloud by kicking it to extend hitbox with identical knockback properties. Cloud explosion is active for 3 frames, which is extended to 12 frames due to 9 frames of hitpause. The last 3 frames of hitpause will decay the base knockback by 1.5, which then remains at 4.5 BKB until the move is no longer active. |
Up Air Copied to clipboard
Startup | Active | Endlag | FAF | Landing Lag | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | 16 | 17-20 | 22 /
33 | 54 | 8 / 12 | 12% | 90° | 6 | 7 | 1.20 | 1× | 10 | 0.80 | 2 | True | Standard |
Sour | 17-20 | 8 / 12 | 12% | 90° | 6 | 6 | 1.00 | 0.9× | 10 | 0.80 | 1 | True | Standard |
Down Air Copied to clipboard
Startup | Active | Endlag | FAF | Landing Lag | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | 8 | 9-10 | 4 / 6 | 12% | 270° | 0 | 7 | 1.00 | 1× | 12 | 1.00 | 8 | True | Standard | ||
Sour | 10-12 | 13 /
20 | 33 | 4 / 6 | 6% | 60° | 6 | 6 | 0.60 | 0.85× | 5 | 0.00 | 2 | True | Standard |
Cloud Kick Copied to clipboard
Notes |
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Can explode cloud by kicking it to extend hitbox with identical knockback properties. Cloud explosion is active for 3 frames, which is extended to 12 frames due to 9 frames of hitpause. The last 3 frames of hitpause will decay the base knockback by 1.5, which then remains at 5.5 BKB until the move is no longer active. |
Strong Attacks Copied to clipboard
Forward Strong Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Untechable | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1-4 | 11 | 12-13, 14-15, 16-17, 18-19 | 2% | 361° | 4 | 2 | 0.00 | 1× | True | 2 | 0.00 | 1 | True | Standard | |||
Hit 5 | 20-22 | 15 /
23 | Special (On Hit):
Endlag
8-15 | 46 | 8% | 361° | 0 | 7 | 0.80 | 1× | 7 | 0.80 | 1 | True | Standard |
Up Strong Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Untechable | Hitpause | ASDI Modifier | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1-2 | 15 | 16-17, 19-20 | 3% | 80° | 9 | 3 | 0.00 | 1× | True | 3 | 0.00 | 0× | 1 | True | Standard | |||
Hit 3 | 22-24 | 17 /
26 | Special (On Hit):
Endlag
8-17 | 51 | 8% | 90° | 6 | 7 | 1.20 | 1× | 7 | 0.80 | 1 | True | Standard |
Down Strong Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Untechable | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1, 3 | 8 | 9-10, 17-18 | 2% | 0° | 0 | 6 | 0.00 | 1× | True | 2 | 0.00 | 2 | True | Standard | |||
Hit 2, 4 | 13-14, 21-22 | 2% | 180° | 0 | 6 | 0.00 | 1× | True | 2 | 0.00 | 2 | True | Standard | ||||
Hit 5 | 26-29 | 12 /
18 | Special (On Hit):
Endlag
8-12 | 48 | 5% | 35° | 6 | 7 | 0.80 | 1× | 8 | 0.60 | 8 | True | Standard |
Special Attacks Copied to clipboard
Neutral Special Copied to clipboard
Startup | Active | Endlag | FAF | Cooldown | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cloud Hop | 15 | 17 | Cloud Pop/Thunder Line: 10 | Interrupting Absa by hitting her during the cloud hop startup will prevent the cloud from being created. Cloud will despawn on Absa's death. | |||||||||||
Cloud Pop | Initial:
3 Cloud: 4 | 8-11 | 9 | 13 | Cloud Hop: 30 | 4% | 361° | 3 | 6 | 0.30 | 1× | 8 | 0.00 | 4 | True | Extended | Interrupting Absa by hitting her during the first 3 frames of startup before the cloud startup begins will prevent the hitbox from becoming active, however the cloud will still remain. |
Thunder Line Copied to clipboard
Startup | Active | Endlag | FAF | Cooldown | Damage | Angle | Knockback | Hitstun | Hitpause | Hit Lockout | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Thunder Line | 28 | 29-37 | 28 | 58 | Cloud Hop: 30 | 12% | 90° | 9-6 (linear) | 1.00 | 0.7× | 8 | 0.00 | 10 | True | Extended |
Cloud | 34-37 | Cloud Hop: 30 | 12% | 90° | 9-6 (linear) | 1.00 | 0.7× | 8 | 0.00 | 10 | True | Extended |
Releasing the charge at any time before frame 15 will cause Absa to transition immediately into cloud pop, with the cloud exploding 5 frames later. Interrupting Absa by hitting her before the thunder bolt becomes active will prevent both hitboxes from becoming active, however the cloud will still remain. Hitting Absa on the first active frame of the thunder line (f29) will cause the bolt to be active for only 1 frame, however the cloud will still explode at its regular time.
Side Special Copied to clipboard
Startup | Active | Endlag | FAF | Cooldown | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial:
19 Aim: 0-50 Cloud: 8 | 28-30
(Soonest) 78-80 (Latest) | 16 | 36 | Side Special:
24 Cloud Pop/Thunder Line: 4 | 5% | 361° | 4 | 6 | 0.30 | 0.6× | 6 | 0.60 | 3 | True | Extended | The endlag window for Absa's forward special will always begin on frame 54 if you are still controlling the cloud, however you are still able to control and place the cloud until frame 69, after which the cloud locks into place and begins its 8 frames of startup. |
Interrupting Absa by hitting her while she is in forward special or during cloud's 8 frames of startup will prevent the hitbox from becoming active, however the cloud will still remain. Cloud will automatically be placed and begin to detonate upon contact of either a wall or solid object, such as Kragg/Shovel Knight rock or Kragg pillar. Cloud will despawn on Absa's death, however if the stock is lost during Forward Special the cloud will still be controllable and placed as normal without despawing.
Up Special Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Force Flinch | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Zip 1 | 12 | 13-20 | Grounded: 21 Airborne: 21 Cancel: 6 / 10 | Wall Jump:
27- | Grounded:
42 42 (In Pratfall) Cancel: 27 / 31 | 4% | 361° | 6 | 5 | 0.15 | 1× | 3 | 4 | 0.00 | 4 | 4 | False | Standard | Can shift the up-special angle downwards slightly while travelling horizontally in the air by inputting fast-fall. Snaps to the ledge within 16px while moving horizontally. |
Zip 2 | 27-34 | Grounded: 20 Airborne: 28 Cancel: 8 / 12 | Walljump:
35- Can Fastfall: 56- | Grounded:
63 63 (In Pratfall) Cancel: 43 / 47 | 4% | 361° | 6 | 4 | 0.15 | 1× | 3 | 4 | 0.00 | 4 | 4 | False | Standard | Can shift the up-special angle downwards slightly while travelling horizontally in the air by inputting fast-fall. Snaps to the ledge within 16px while moving horizontally. |
When travelling from ground to air, Absa will cancel part of the endlag and be actionable without going into pratfall. This also applies when touching the ground with the first part of up special before becoming airborne again.
Down Special Copied to clipboard
Cloud Bomb Copied to clipboard
Startup | Active | Endlag | FAF | Cooldown | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
23 | 114-118 | 8 | 33 | Cloud Creation:
40 Cloud Bomb: 12 | 11% | 90° | 8 | 5 | 1.50 | 0.9× | 8 | 0.60 | 6 | 8 | True | Extended |
Interrupting Absa by hitting her before the cloud is primed will prevent the hitbox from becoming active, however the cloud will still remain. If a cloud does not exist and Absa is interuppted before frame 24, one will not be created. Starting the timer on down-special (f33) begins a 40 frame cooldown on both cloud hop and forward-special, preventing a new cloud from being created during the initial charge time of the cloud bomb. Once the cloud bomb has finished detonating (after the last active frame) you are able to use it again after a 12 frame cooldown. Cloud will despawn on Absa's death.
Charged to Absa Copied to clipboard
Startup | Active | Endlag | FAF | Cooldown | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun |
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39 | 148-152 | 27 | 67 | Cloud Bomb: 12 | 11% | 90° | 8 | 5 | 1.50 | 0.9× | 8 | 0.60 | 6 | 8 | True | Extended |
Once the cloud bomb has finished detonating (after the last active frame) you are able to use it again after a 12 frame cooldown.