Forsburn
The Exiled Flame • 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 | 0.04 px/f2 | 0.5 px/f2 | 10 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 |
---|---|---|---|---|---|---|---|---|---|---|
16 frames | 7 px/f | 6 px/f | 4 frames | 10 frames | 1.5 px/f2 | 3.25 px/f | 0.2 px/f2 | 0.4 px/f2 | 8 frames | 0.15 px/f2 |
Aerial Movement Copied to clipboard
Air Acceleration | Max Air Speed | Max Jump Horizontal Speed | Shorthop Speed | Fullhop Speed | Double Jump Speed | Gravity Acceleration | Fastfall Speed | Land Time | Vertical Walljump Speed | Horizontal Walljump Speed | Pratfall Adjust | Pratfall Land Time |
---|---|---|---|---|---|---|---|---|---|---|---|---|
0.3 px/f2 | 4 px/f | 6 px/f | 6 px/f | 10.99 px/f | 10 px/f | 0.5 px/f2 | 14 px/f | 4 frames | 8 px/f | 7 px/f | 0.85 | 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 | 7.5 px/f | 9 px/f | 127 px | 9 px/f | 134 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 | Force Flinch | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 5 | 6-7 | 13 | Jab 2:
Endlag
7-11,
12-13 Tilts: Endlag 7-13 | 21 | 4% | 361° | 6 | 4 | 0.00 | 1× | 1 | 4 | 0.00 | 2 | True | None |
Jab 2 | 5 | 19-20 (Soonest) | 16 | Jab 3:
Endlag
8-14,
15-16 Tilts: Endlag 8-16 | 37 (Soonest) | 4% | 361° | 6 | 4 | 0.00 | 1× | 5 | 0.00 | 1 | True | None | |
Jab 3 | 8 | 36-37 (Soonest) | 17 | 55 (Soonest) | 6% | 361° | 6 | 8 | 0.60 | 1× | 8 | 0.50 | 3 | True | Standard |
Jab combos have varying startup depending on when the attack is input. A jab input within the final 2 frames of the cancel window will not begin its startup until after the remaining frames of endlag are completed.
Dash Attack Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|
8 | 9-12 | 17 /
26 | 39 | 8% | 70° | 0 | 8 | 0.40 | 1× | 7 | 0.25 | 2 | True | Standard |
Forward Tilt Copied to clipboard
Startup | Active | Smoke | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Untechable | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1-2 | 6 | 7, 9 | Inactive:
11 | 3% | 361° | 0 | 2 | 0.00 | 1× | True | 3 | 0.00 | 1 | True | Standard | ||
Hit 3 | 15 | 8 /
12 | 28 | 5% | 361° | 0 | 5 | 0.50 | 1× | 6 | 0.50 | 1 | True | Standard |
Up Tilt Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Untechable | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1-2 | 9 | 10-11, 14-15 | 2% | 361° | 9 | 6 | 0.00 | 1× | Forces a missed tech instead of bouncing the opponent off the ground. | 4 | 0.00 | 1 | True | Standard | ||
Hit 3 | 16-18 | 10 /
15 | 34 | 4% | 90° | 0 | 7 | 0.25 | 1× | 7 | 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7-9 | 12 /
18 | 28 | 9% | 75° | 6 | 7 | 0.45 | 1× | 7 | 0.25 | 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 (Behind) | 6 | 7-9 | 4 / 6 | 2% | 135° | 0 | 7 | 0.25 | 0.6× | 5 | 0.00 | 2 | True | Standard | ||
Hit 1 (Front) | 6 | 7-9 | 4 / 6 | 3% | 50° | 0 | 8 | 0.20 | 0.5× | 5 | 0.00 | 1 | True | Standard | ||
Hit 2 | 11-13 | 4 / 6 | 2% | 10° | 0 | 7 | 0.25 | 0.6× | 5 | 0.00 | 1 | True | Standard | |||
Hit 3 | 15-17 | 13 /
20 | 38 | 4 / 6 | 4% | 361° | 0 | 6 | 0.50 | 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7-9 | 9 /
14 | 24 | 4 / 6 | 6% | 70° | 6 | 6 | 0.50 | 1× | 5 | 0.25 | 2 | True | Standard |
Back Air Copied to clipboard
Startup | Active | Endlag | FAF | Landing Lag | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sour | 13 | 14-27 | 8 /
12 | 40 | 6 / 9 | 4% | 361° | 5 | 6 | 0.30 | 1× | 5 | 0.25 | 2 | True | Standard |
Early | 14-15 | 6 / 9 | 13% | 361° | 5 | 8 | 0.90 | 1× | 8 | 0.25 | 2 | True | Standard |
Up Air Copied to clipboard
Startup | Active | Endlag | FAF | Landing Lag | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8-17 | 13 /
20 | 38 | 4 / 6 | 7% | 90° | 6 | 8-4 (linear) | 0.35 | 1× | 6 | 0.25 | 1 | True | Standard |
Down Air Copied to clipboard
Startup | Active | Endlag | FAF | Landing Lag | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Front | 11 | 12-13 | 6 / 9 | 12% | 35° | 0 | 8 | 0.50 | 1× | 8 | 0.50 | 6 | 2 | True | Standard | ||
Spike | 15-17 | 16 /
24 | 42 | 6 / 9 | 12% | 290° | 5 | 8 | 0.50 | 1× | 6 | 0.25 | 5 | 2 | True | Standard |
Strong Attacks Copied to clipboard
Forward Strong Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | Moves Kragg/SK Rocks | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cape | 14 | 15-19 | 16 /
24 | Dagger:
Endlag
10-14,
15-16 /
15-24 Jab/Tilts: Endlag 2-16 | 44 | 4% | 361° | 7 | 3 | 0.05 | 1.5× | 7 | 0.00 | 6 | 2 | True | True | |
Dagger | 6 | 35-37
(Soonest) 50-52 (Latest) | 24 /
36 | 74 (Soonest) | 12% | 361° | 0 | 7 | 0.90 | 1× | 8 | 0.50 | 1 | True | Standard |
Dagger has varying startup depending on when the attack is input. A dagger input after the first 5 frames of the cancel window will not begin its startup until after the remaining frames of endlag are completed.
Up Strong Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | Moves Kragg/SK Rocks | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cape Hit 1 | 15-16 | 4% | 40° | 7 | 2 | 0.10 | 2× | 7 | 0.00 | 6 | 2 | True | True | |||||
Cape Hit 2 | 17-18 | 4% | 70° | 7 | 2 | 0.10 | 2× | 7 | 0.00 | 6 | 2 | True | True | |||||
Cape Hit 3 | 19-20 | 16 /
24 | Dagger:
Endlag
10-14,
15-16 /
15-24 Jab/Tilts: Endlag 2-16 | 45 | 4% | 140° | 7 | 4 | 0.10 | 2× | 7 | 0.00 | 6 | 2 | True | True | ||
Dagger | 4 | 34-36
(Soonest) 49-51 (Latest) | 24 /
36 | 73 (Soonest) | 12% | 90° | 0 | 8 | 1.15 | 1× | 8 | 0.50 | 3 | 1 | True | Standard |
Dagger has varying startup depending on when the attack is input. A dagger input after the first 5 frames of the cancel window will not begin its startup until after the remaining frames of endlag are completed.
Down Strong Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|
8 | 9-10 | 23 /
35 | 46 | 11% | 70° | 7 | 8 | 1.15 | 1× | 7 | 0.90 | 2 | True | Standard |
Special Attacks Copied to clipboard
Neutral Special Copied to clipboard
Release Smoke Copied to clipboard
Startup | Smoke | Refresh | FAF | Notes | |
---|---|---|---|---|---|
Inactive:
26,
36,
46,
56, 66, 76, 86, 96, 106, 116 Active: 126 | 20 | Releases 5-10 clouds of smoke unless interrupted by Forsburn being hit (barring flinch) or performing another special, both of which cause all smoke to become active. During each release interval if Forsburn is within a patch of smoke it will skip that cycle and guarantee that the next interval will spawn smoke instead, with the exception of the second interval which always spawns smoke. | |||
Empowered | 9 | Inactive:
10 Active: 29 | Double Jump:
f10 | 20 | Interrupting Forsburn before frame 10 will cause him to lose his smoke charges and not release any smoke. |
There can be a maximum of 20 smoke clouds shared by all Forsburns at once in a given game, with new clouds of smoke removing the oldest active smoke cloud. Active smoke hides Forsburn's movements whenever he is not attacking, allows him to create a clone or teleport into it silently and invisibly, and is consumable with down-special. Active smoke can also be destroyed by enemy characters. Upon being destroyed, smoke remains active for 12 frames before disappearing. Inactive smoke does not conceal the player and cannot be destroyed or interacted with in any way. Forsburn's neutral special will be disabled if there is inactive smoke or an active clone in play.
Side Special Copied to clipboard
Clone Copied to clipboard
Startup | Active | Endlag | FAF | Cooldown | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Create Clone | 22 | 3 | 26 | 180 (On Clone Death) | Clone Spawns f23, hurtbox appears f25 (Can spawn Smoke upon death from f25-). Clone is active f26-. | ||||||||||
Clone Combust | Initial:
1 Clone:4 | 6-9 | 6 | 8 | Create Clone: 60 | 8% | 90° | 1 | 6 | 0.10 | 1× | 7 | 0.10 | 3 | True | Extended | Clone will be removed 14 frames after active frames have ended, after which cooldown will begin. |
A single cloud of smoke is created upon hitting and destroying clone. Clone is instantly destroyed upon hitting Forsburn. Pressing neutral or side special while clone is active toggles between Attack and Evade movement patterns. Holding special after spawning a clone will prevent him from jumping, walljumping or using Up Special. On releasing special, the clone will double jump, walljump or Up Special 10 frames later. If the clone has their Up Special parried it will disappear immediately without leaving a smoke cloud. Creating a clone whilst hiding behind smoke will not play an audio cue. The cooldown indicator will remain active on creating a clone and will only become inactive on the clone being destroyed or after clone combust has been commanded.
Empowered: Super Clone Copied to clipboard
Startup | Active | Invulnerable | Endlag | FAF | Cooldown | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Create Clone | 22 | 11-29 | 3 | 26 | 180 (On Clone Death) | Clone Spawns f23, hurtbox appears f25 (Can spawn Smoke upon death from f25-). Clone is active f26-. | |||||||||||
Clone Combust (Sweet) | Initial:
1 Clone:9 | 11-15 | 6 | 8 | 10% | 90° | 1 | 7 | 0.90 | 0.8× | 10 | 0.60 | 8 | 8 | True | Extended | Sweetspot is in the center of combust. Hitting Forsburn during the startup frames of clone combust does not destroy the clone. | ||
Clone Combust (Sour) | 11-15 | 10% | 90° | 1 | 6 | 0.70 | 0.8× | 10 | 0.60 | 8 | 3 | True | Extended |
A single cloud of smoke is created upon hitting and destroying clone. Clone is instantly destroyed upon hitting Forsburn. Pressing neutral or side special while super clone is active commands him to attack. Clone will automatically attack 120 frames from FAF of previous attack. Super clone's movement is always in attack mode, unless its target is invincible, in which case it will swap to evade mode for the duration of the opposing characters invulnerability and you will be unable to command it to attack. Holding special after spawning a clone will prevent him from jumping, walljumping or using Up Special. On releasing special, the clone will double jump, walljump or Up Special 10 frames later. If the clone has their Up Special parried it will disappear immediately without leaving a smoke cloud. Creating a clone whilst hiding behind smoke will not play an audio cue. The cooldown indicator will remain active on creating a clone and will only become inactive on the clone being destroyed or after clone combust has been commanded.
Up Special Copied to clipboard
Startup | Intangible | Direction Locked In | Active | Refresh | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 19-42 | 20 | 44-48 | Grounded: 28 Airborne: 9 | 58 (In Pratfall) | 8% | 80° | 6 | 8 | 0.75 | 1× | 8 | 0.60 | 3 | True | Standard | Landing immediately out of up-special increases the pratfall landing lag time, causing Forsburn to remain in grounded landing lag for 20 frames after 8 frames of endlag from the teleport. If airborne, Forsburn can control his aerial drift from frame 58 and has a decreased pratfall landing lag value of 10, which make landing directly from the teleport slower than ending Up Special in the air in some circumstances. | ||
Into Smoke | 18 | 19-37 | 20 | Up Special:
(2 per airtime) Jump: (1 per airtime) | 0 | 38 | Vanishing into active smoke to become immediately actionable after appearing with no active hitbox. Both silent and invisible. |
Down Special Copied to clipboard
Consume Copied to clipboard
Empowered: Combust Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | 10 | 11-15 | 10 | 26 | 10% | 90° | 1 | 7 | 1.20 | 0.8× | 10 | 0.60 | 8 | 8 | True | Standard | Sweetspot is in the center of combust. Interrupting Forburn anytime during this move will cause him to lose his smoke charges. |
Sour | 10 | 11-15 | 10 | 26 | 10% | 90° | 1 | 6 | 1.10 | 0.8× | 10 | 0.60 | 8 | 3 | True | Standard |