Kragg
The Earth's Bastion • 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 |
---|---|---|
60 × 64 | 60 × 35 | 60 × 64 |
Measured in pixels
Effective Weight Copied to clipboard
Knockback Adjust | Air Friction | Hitstun Gravity Accel | Max Fall Speed |
---|---|---|---|
0.9 | 0.04 px/f2 | 0.53 px/f2 | 11 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 |
---|---|---|---|---|---|---|---|---|---|---|
12 frames | 6.25 px/f | 5.75 px/f | 4 frames | 10 frames | 0.5 px/f2 | 3 px/f | 0.25 px/f2 | 0.5 px/f2 | 8 frames | 0.1 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 | 7.4 px/f | 12 px/f | 12 px/f | 0.6 px/f2 | 16 px/f | 6 frames | 8 px/f | 7 px/f | 0.5 | 11 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 | 118 px | 10 px/f | 140 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 | Hit Lockout | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 4 | 5-6 | 14 | Jab 2:
Endlag
7-12,
13-14 Tilts: Endlag 7-14 | 21 | 4% | 361° | 6 | 4 | 0.00 | 1× | 1 | 4 | 0.00 | 2 | True | None | |
Jab 2 | 5 | 18-19 (Soonest) | 13 | Jab 3:
Endlag
8-11,
12-13 Tilts: Endlag 8-13 Jump (On Jab 1/2 Hit): Endlag 3-13 | 33 (Soonest) | 4% | 60° | 6 | 4 | 0.00 | 1× | 5 | 0.00 | 1 | True | None | ||
Jab 3 | 5 | 32-33 (Soonest) | 19 | 53 (Soonest) | 6% | 361° | 6 | 8 | 0.55 | 1× | 8 | 0.70 | 4 | 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 | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8-15 | 15 /
23 | Jab/Tilts (On Hit):
Endlag
2-15 | 39 | 8% | 361° | 6 | 6 | 0.45 | 1× | 7 | 0.25 | 4 | 2 | True | Standard |
Forward Tilt Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|
9 | 10-12 | 9 /
14 | 27 | 7% | 361° | 6 | 8 | 0.50 | 1× | 8 | 0.50 | 1 | True | Standard |
Up Tilt Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | ASDI Modifier | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 4 | 5-6 | 2% | 150° | 0 | 8 | 0.00 | 1× | 2 | 0.00 | 0× | 1 | True | Standard | Pulls opponents inwards during hitpause. | ||
Hit 2 | 9-12 | 10 /
15 | 28 | 10% | 90° | 0 | 8 | 0.40 | 1× | 8 | 0.50 | 1 | True | Standard |
Down Tilt Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 4-6 | 8 /
12 | 19 | 7% | 361° | 6 | 4 | 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 | Hit Lockout | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 4 | 5-6 | 6 / 9 | 4% | 55° | 0 | 7 | 0.30 | 1× | 5 | 0.10 | 10 | 1 | True | Standard | ||
Hit 2 | 9-10 | 6 / 9 | 4% | 80° | 0 | 7 | 0.25 | 1× | 5 | 0.10 | 1 | True | Standard | ||||
Hit 3 | 13-14 | 6 / 9 | 4% | 100° | 0 | 7 | 0.30 | 1× | 5 | 0.10 | 8 | 1 | True | Standard | |||
Hit 4 | 17-19 | 12 /
18 | 38 | 6 / 9 | 8% | 361° | 0 | 7 | 0.40 | 1× | 5 | 0.10 | 8 | 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
11 | 12-17 | 13 /
20 | 38 | 8 / 12 | 11% | 40° | 0 | 6 | 0.85 | 1× | 8 | 0.50 | 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8-15 | 9 /
14 | 30 | 6 / 8 | 9% | 55° | 6 | 6 | 0.40 | 1× | 6 | 0.25 | 2 | True | Standard |
Up Air Copied to clipboard
Startup | Active | Endlag | FAF | Landing Lag | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12 | 13-15 | 14 /
21 | 37 | 6 / 8 | 11% | 90° | 6 | 9 | 0.70 | 1× | 8 | 0.75 | 3 | 2 | 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
13 | 14-16 | 13 /
20 | 37 | 6 / 8 | 11% | 270° | 6 | 6 | 0.60 | 1× | 8 | 0.40 | 2 | True | Standard |
Strong Attacks Copied to clipboard
Forward Strong Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 25-29 | 19 /
29 | 59 | 18% | 45° | 0 | 9 | 1.25 | 1× | 8 | 1.00 | 10 | 3 | True | Standard |
Up Strong Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16 | 17-21 | 20 /
30 | 52 | 16% | 90° | 0 | 9 | 1.10 | 1× | 8 | 1.00 | 20 | 7 | True | Standard | |
Behind | 17-21 | 6% | 120° | 0 | 6 | 0.80 | 1× | 4 | 0.00 | 10 | 3 | True | Standard |
Down Strong Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Front/Behind | 12 | 13-18 | 20 /
30 | 49 | 10% | map[angle:50 hitbox:Front]° / map[angle:130 hitbox:Behind]° | 0 | 7 | 1.15 | 1× | 6 | 0.80 | 10 | 2 | True | Standard |
Center | 13-16 | 11% | 90° | 6 | 7 | 1.20 | 1× | 8 | 0.80 | 10 | 8 | True | Standard |
Special Attacks Copied to clipboard
Neutral Special Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pull Rock | 26 | 7 | Rock Shine (Input parry):
2-6 | 34 | ||||||||||
Rock Pickup | 6 | 7 | 5 | Rock Shine (Input parry):
1-5 | 13 | 4% | 60° | 0 | 5 | 0.55 | 1× | 4 | 0.30 | 2 | True | Standard |
Rock Shine | 6 | 7-8 | 4 | 13 | 4% | 60° | 0 | 5 | 0.55 | 1× | 4 | 0.30 | 2 | True | Standard |
Rock Throw Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Force Flinch | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Neutral | 6 | 7- | 12 | 19 | 8% | 361° | 3 | 7 | 0.40 | 0.8× | 2 | 8 | 0.00 | 3 | True | None |
Forward | 6 | 7- | 12 | 19 | 8% | 361° | 0 | 8 | 0.40 | 0.8× | 2 | 8 | 0.00 | 3 | True | None |
Up | 6 | 7- | 12 | 19 | 8% | 90° | 3 | 7 | 0.40 | 0.8× | 2 | 8 | 0.00 | 3 | True | None |
Down | 6 | 7- | 12 | 19 | 8% | 270° | 3 | 6 | 0.40 | 0.8× | 2 | 8 | 0.00 | 3 | True | None |
Rock will be active if falling (off a broken pillar for example) or moved by a hitbox from another character. In this case the rock will deal 7 damage and have a force flinch value of 0, allowing it to be crouch cancelled. A rock which falls from a pillar or platform will deal identical knockback to a rock thrown by down throw (with the damage and force flinch value being altered per above). Attacks which can move the rock (such as Forsburn's cape, Etalus up air etc.) will set the rock's other knockback values to match either forward throw if rock's horizontal speed is greater than 8 or neutral throw if its horizontal speed is 8 or less.
Rock Shards Copied to clipboard
Startup | Active | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
Grounded: 10 Airborne: 11 | Grounded:
11- Airborne: 12- | 3% | 361° | 0 | 6 | 0.30 | 0.75× | 6 | 0.00 | 2 | True | None | Breaking an airborne rock has 1 additional frame of hitpause due to rock state change. |
Side Special Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grounded | 14 | 15-90 | 32 | Jump (On Hitting Character) Jump (On Hitting Object): Post-Hitpause 1-10 Cancel (Input Special): 42- Pillarless (Input Parry): 1-14 | 74-123 | 4% | 55° | 0 | 9 | 0.30 | 0.75× | 5 | 0.10 | 1 | True | Standard | Kragg can turnaround after moving on the ground with an active hitbox for 9 frames, causing the hitbox to become inactive but your super armor to remain. The hitbox will remain inactive for 18 frames before becoming active again if in the active window. |
Airborne | 14 | 15-90 | 32 | Jump (On Hitting Character) Jump (On Hitting Object): Post-Hitpause 1-10 Cancel (Input Special): 42- Pillarless (Input Parry): 1-14 | 74-123 | 4% | 55° | 0 | 8 | 0.20 | 0.75× | 5 | 0.10 | 1 | True | Standard |
Pillarless Cancel Copied to clipboard
Destroys existing pillar 2 frames after cancel has been input. Interrupting Kragg on this frame does not prevent the pillar from breaking once pillarless has been input.
Up Special Copied to clipboard
Pillar Copied to clipboard
Startup | Active | Refresh | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16 | 14
(Minimum) 14-25 (Maximum) | Jump/Airdodge:
f14 | 25 | 40-51 | 7% | 90° | 0 | 6 | 0.10 | Opponent Airborne: 1× Opponent Grounded: 0.25× | 8 | 0.00 | 3 | True | Extended |
Spawning a pillar increases Kragg's vertical position by 80px. Pillar's maximum height is dependent on the blastzone height, meaning active frames and FAF may vary slightly. Breaking pillar adds 10 frames hitpause. Crouch cancelling a pillar will prevent your character from entering hitstun at all. Air-dodging down towards a pillar while it's rising will make you waveland onto it. Pillar has full invulnerability while rising and then projectile invulnerability for 60 frames afterwards. Successfully parrying a move while on the pillar will provide the pillar projectile invulnerability for 60 frames. If a character or rock is on the pillar anytime after 90 frames of it being spawned the pillar will slowly move downwards. If a character leaves the pillar unoccupied while it is descending it will continue to fall for a further 20 frames before stopping. Each time a character re-lands and leaves the pillar unoccupied following this will increase the time Pillar falls while unoccupied for a further 5 frames i.e. 20 frames, 25 frames, 30 frames and so on. If a character is on the pillar when it is broken they will go into prat-fall unless they are currently invulnerable, in which case they will lose their invulnerability. If you are wrapped by Maypul and standing on a pillar as it is broken you will float in place and will not enter prat-fall upon becoming actionable. Prat-fall landing lag is 30 frames if you are on the pillar when it is broken for all characters. If both sides of the pillar sink into the stage floor it will break immediately.
Pillarless Copied to clipboard
Destroys existing pillar on 2nd frame of animation. Interrupting Kragg on this frame does not prevent the pillar from breaking once pillarless has been input.
Down Special Copied to clipboard
Rock Spikes Copied to clipboard
Startup | Active | Endlag | FAF | Cooldown | Damage | Angle | Angle Flipper | Knockback | Hitstun | Force Flinch | Hitpause | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Spike 1 | Initial:
12 Spike: 3 | 16-27 | 60 | 2% | 361° | 6 | 3 | 0.40 | 1× | 6 | 0.00 | 3 | True | Extended | Interrupting Kragg before frame 13 will prevent this spike from spawning. | |||
Spike 2 | Initial:
13 Spike: 11 | 25-36 | 16 | 32 | 4% | 361° | 6 | 4 | 0.40 | 1× | 6 | 0.00 | 3 | True | Extended | Interrupting Kragg before frame 14 will prevent this spike from spawning. Endlag value is based on this summon frame. | ||
Spike 3 | Initial:
37 | 38-57 | 10% | 90° | 0 | 11 | 0.20 | 1.2× | 2 | 8 | 0.00 | 3 | True | Extended | Interrupting Kragg by hitting him before frame 38 will prevent this spike from spawning. |
Aerial Stomp Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
19-21 | [ 20-22 / 21-23 / 22-24 ] | 13 | [ 36 / 37 / 38] | 14% | 300° | 0 | 5 | 0.90 | 1× | 8 | 0.40 | 10 | 2 | True | Standard | Landing f1-8 transitions into Grounded Down Special, landing f9-19 reduces startup from 21 to 19, landing f20 reduces startup from 21 to 20. |