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Mollo

The Smoldering Rage • 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

IdleCrouchHitstun
42 × 5942 × 3642 × 59

Measured in pixels

In-game screenshot of Mollo's hurtbox during idle, crouch, and hitstun.

Effective Weight Copied to clipboard

Grounded Movement Copied to clipboard

Aerial Movement Copied to clipboard

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.

Normal Attacks Copied to clipboard

Jab Copied to clipboard

StartupActiveEndlagCancellableFAFDamageAngleAngle FlipperKnockbackHitstunForce FlinchHitpausePriorityKills ProjectilesParry StunNotes
Jab 156-712Jab 2: Endlag 7-10, 11-12
Tilts: Endlag 7-12
203%40°04 | 0.0016 | 0.002TrueNone
Jab 2216-18 (Soonest)16Jab 3: Endlag 9-14, 15-16
Tilts: Endlag 9-16
35 (Soonest)4%65°06 | 0.707 | 0.402TrueNone
Jab 38Full Can: 35-48 [ 43-56, 51-64, 59-72, 67-80, 75-88, 83-96, 91-104 ]
Empty Can: 35-38 [ 43-46, 51-54... ] (Soonest)
First Spray: 9
Release Attack: 7
44 (Soonest)2%30°04 | 0.0032 | 0.001True
Spray can begins refilling after approximately 2 seconds without using it. Loop endlag begins immediately upon releasing attack.

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.

In-game screenshot of this attack's hitboxes

Dash Attack Copied to clipboard

StartupActiveEndlagFAFDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry StunNotes
67-1018 / 27
384%40°68 | 0.405 | 0.002TrueStandard
Picks up bombs f9 to transition into bomb throw.
Bomb Throw19-2411 / 16
414%40°68-10 (linear) | 0.505 | 0.001TrueStandard
In-game screenshot of this attack's hitboxes

Forward Tilt Copied to clipboard

StartupActiveEndlagFAFDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
910-1414 / 21
369%40°010 | 0.458 | 0.901TrueStandard
In-game screenshot of this attack's hitbox

Up Tilt Copied to clipboard

StartupActiveEndlagFAFDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
67-8, 10-1210 / 15
288%80°09 | 0.806 | 1.002TrueStandard
In-game screenshot of this attack's hitbox

Down Tilt Copied to clipboard

StartupActiveEndlagFAFDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
45-1212 / 18
315%65°07 | 0.503 | 0.351TrueStandard
In-game screenshot of this attack's hitbox

Aerial Attacks Copied to clipboard

Neutral Air Copied to clipboard

StartupActiveEndlagFAFLanding LagDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
Hit 167-104 / 62%55°105 | 0.000.5×4 | 0.001TrueStandard
Hit 213-188 / 11
304 / 65%55°66 | 0.405 | 0.501TrueStandard
In-game screenshot of this attack's hitboxes

Forward Air Copied to clipboard

StartupActiveEndlagCancellableFAFLanding LagDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry StunNotes
Initial: 5
Charge: 6-
Post-Charge: 4
16-19 (Soonest)16 / 24
Walljump: 2-
24 (Soonest)8 / 129-14% (charge)310°06 | 0.5012 | 0.705TrueStandard
Strong attack charge mechanic, which increases the damage of an attack by 1.6x and the total knockback by 1.25x. Charge time is over a reduced period of 30 frames, with the charge value increasing at twice the regular rate and becoming fully charged on f37.
In-game screenshot of this attack's hitbox

Back Air Copied to clipboard

StartupActiveEndlagFAFLanding LagDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
67-1215 / 23
366 / 98%130°67 | 0.807 | 0.802TrueStandard
In-game screenshot of this attack's hitbox

Up Air Copied to clipboard

StartupActiveEndlagFAFLanding LagDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
Hit 189-134 / 63%100°04 | 0.000.8×3 | 0.501TrueStandard
Hit 222-2613 / 21
484 / 66%90°07 | 0.704 | 1.001TrueStandard
In-game screenshot of this attack's hitboxes

Down Air Copied to clipboard

StartupActiveEndlagFAFLanding LagDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
Spike89-178 / 14
324 / 66%270°03 | 0.7010 | 0.804 / 2TrueStandard
Upper9-174 / 65%70°03 | 0.406 | 0.503 / 1TrueStandard
In-game screenshot of this attack's hitboxes

Strong Attacks Copied to clipboard

Forward Strong Copied to clipboard

StartupActiveEndlagFAFDamageAngleAngle FlipperKnockbackHitstunForce FlinchUntechableHitpausePriorityKills ProjectilesParry Stun
Hit 1-21213-15, 17-193%20°08 | 0.002True1 | 0.002TrueStandard
Hit 321-2320 / 30
546%45°07 | 1.0529 | 1.002TrueStandard
In-game screenshot of this attack's hitboxes

Bomb Toss Copied to clipboard

StartupActiveEndlagFAFDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry StunNotes
Toss1314-166235%40°010 | 0.005 | 0.002TrueNone
Bomb will be hit out of Mollo's hands if interrupted after startup. Mollo will not drop the bomb if interrupted while charging.
Bomb11-

On fully charging, bomb will become unstable immediately on being thrown regardless of how long is left on the fuse timer.

In-game screenshot of this attack's hitboxes

Up Strong Copied to clipboard

StartupActiveEndlagFAFDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
Hit 1 (Upper)1314-172%120°09 | 0.006 | 0.002TrueStandard
Hit 1 (Lower)14-162%110°013 | 0.002 | 0.002TrueStandard
Hit 2 (Upper)18-202%160°09 | 0.002 | 0.002TrueStandard
Hit 2 (Lower)18-202%120°013 | 0.002 | 0.001TrueStandard
Hit 3 (Upper)21-232%160°09 | 0.002 | 0.002TrueStandard
Hit 3 (Lower)21-232%125°013 | 0.002 | 0.001TrueStandard
Hit 424-2717 / 26
545%90°08 | 1.0012 | 1.005TrueStandard
In-game screenshot of this attack's hitboxes

Bomb Toss Copied to clipboard

StartupActiveEndlagFAFDamageAngleAngle FlipperKnockbackHitstunHitpauseHit LockoutPriorityKills ProjectilesParry StunNotes
Toss910-1212255%90°010 | 0.005 | 0.004 frames2TrueNone
Bomb will be hit out of Mollo's hands if interrupted after startup. Mollo will not drop the bomb if interrupted while charging.
Bomb15-

On fully charging, bomb will become unstable immediately on being thrown regardless of how long is left on the fuse timer.

In-game screenshot of this attack's hitboxes

Down Strong Copied to clipboard

StartupDirection Locked InActiveEndlagFAFCooldownDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
Center121713-15Slide: 26 / 32
No Slide: 28 / 40
Slide: 48
No Slide: 56
307%90°07 | 1.2010 | 0.503TrueStandard
Sides13-155%75°37 | 1.107 | 0.50
(+7)
2TrueStandard

Hold left or right on frame 17 to slide with reduced endlag. Cannot slide if Down Strong is parried.

In-game screenshot of this attack's hitboxes

Bomb Toss Copied to clipboard

StartupActiveFAFNotes
TossGrounded: 9
Airborne: 17
Grounded: 15
Airborne: 26
Bomb will be hit out of Mollo's hands if interrupted after startup. Mollo will not drop the bomb if interrupted while charging.
BombAirborne: 18-
Bomb spawns inactive f10 if grounded, but will gain a bonk hitbox if charged for at least 30f.

On fully charging, bomb will become unstable immediately on being thrown regardless of how long is left on the fuse timer.

In-game screenshot of this attack's hitboxes

Special Attacks Copied to clipboard

Neutral Special Copied to clipboard

Bomb Copied to clipboard

StartupEndlagFAFDamageAngleAngle FlipperKnockbackHitstunForce FlinchHitpausePriorityKills ProjectilesParry StunNotes
Pull41319 (Soonest)
On airdodging, bomb is dropped behind Mollo on f5. On parry, bomb is dropped to the ground beneath Mollo on f4. Holding up selects Cherry Bomb, left selects Firecracker, right selects Flashbang, and down selects Finisher.
Bonk2%35°34 | 0.0018 | 0.001TrueNone
Bombs will not bonk players in hitstun moving faster than 8px/frame.

120 frame fuse begins f16 of Bomb Pull, after which the bomb will become unstable and detonate 50f later, 50f after being thrown, on impact with a character or surface, or on Mollo being hit. The exception to this rule is when bomb hits specific objects, such as Sylvanos' Flowers, Ranno's Bubble, and Olympia's Crystal, in which bomb will bounce upwards a short distance regardless of what state it is in.

In-game screenshot of this attack's hitboxes

Cherry Bomb Explosion Copied to clipboard

ActiveDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
Inner1-610%80°38 | 1.000.7×8 | 1.005TrueExtended
Outer1-68%80°36 | 0.606 | 1.004TrueExtended

Can be hit and knocked away by physical attacks at 1.8x the attack's base knockback value, avoiding whiff lag.

In-game screenshot of this attack's hitboxes

Firecracker Explosion Copied to clipboard

ActiveDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
Hit 1-31-3, 10-12, 19-211%70°48 | 0.106 | 0.004TrueExtended
Outer28-303%90°45 | 0.700.8×12 | 0.005TrueExtended

Can be hit and knocked away by physical attacks at 1.8x the attack's base knockback value, avoiding whiff lag.

In-game screenshot of this attack's hitboxes

Flashbang Explosion Copied to clipboard

ActiveDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
1-35%90°09 | 0.000.8×1 | 0.00
(+30 on opponent)
4TrueExtended

Can be hit and knocked away by physical attacks at 1.8x the attack's base knockback value, avoiding whiff lag.

In-game screenshot of this attack's hitbox

Finisher Bomb Explosion Copied to clipboard

StartupActiveDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
5051-5620%45°310 | 1.2015 | 1.0010TrueExtended

Can be hit and knocked away by physical attacks at 1.6x the attack's base knockback value, avoiding whiff lag.

In-game screenshot of this attack's hitbox

Side Special Copied to clipboard

Flare Copied to clipboard

StartupActiveEndlagFAFDamageAngleAngle FlipperKnockbackHitstunHitpauseHit LockoutPriorityKills ProjectilesParry StunNotes
Flare ShotInitial: 21 (+7 With Bomb)
Aim: 0-
Flare Shot: 14
Without Bomb: 36-40
With Bomb: 43-47
(Soonest)
9Without Bomb: 50
With Bomb: 57
(Soonest)
4%80°76 | 0.400.5×6 | 0.0031TrueExtended
Interrupting Mollo at any time during startup will prevent Flare Shot hitbox from activating. If holding a bomb during Side Special, bomb can be hit from Mollo's hands if interrupted after f10 of startup.
MuzzleWithout Bomb: 22-26
With Bomb: 29-33
(Soonest)
(Only Hits Projectiles)

Can be held indefinitely while cursor is in the blastzone. Flare Shot has a larger hitbox surrounding it which is only able to hit bombs, causing them to become unstable and explode immediately.

In-game screenshot of this attack's hitboxes

Up Special Copied to clipboard

StartupActiveEndlagCancellableFAFDamageAngleAngle FlipperKnockbackHitstunForce FlinchHitpauseASDI ModifierHit LockoutPriorityKills ProjectilesParry StunNotes
Launch1415-18Walljump: 2-
Cancel (Input Parry): 22-36 (12f Endlag)
4%90°77 | 0.5013 | 0.001TrueStandard
Inputting fast-fall on exactly f11 will cause Up Special to descend during its travel time.
Travelling24-28, 30-34, 34-38, 36-43, 45-4911Walljump
Cancel (Input Parry): 22-36 (12f Endlag)
Can Fastfall: 55-
61 (In Pratfall)
2%90°05 | 0.400.5×2 | 0.0035TrueStandard

If holding a bomb, it will be thrown at the conclusion of the move either diagonally or directly below Mollo based on the chosen direction. Bomb will be active in an unstable state f51 if the move is fully completed, or if the move is cancelled will be active 14f after cancelling and not necessarily unstable.

In-game screenshot of this attack's hitboxes

Down Special Copied to clipboard

Bat Copied to clipboard

StartupActiveEndlagFAFDamageAngleAngle FlipperKnockbackHitstunHitpauseHit LockoutPriorityKills ProjectilesParry StunMoves Kragg/SK RocksNotes
Hit 13839-416%50°07 | 0.306 | 0.003TrueStandard
Unique turnaround window. Possible to change your direction on f11 of startup.
Hit 2 (Sour)42-44226711%40°08 | 0.955 | 1.0016TrueStandardTrue
Hit 2 (Tip)42-4416%40°09 | 1.0510 | 3.0015TrueStandardTrue

If a bomb is equipped on using down special, it will be moved to the tip of the bat, immediately detonating on f42. Holding forward when striking any of the Bombs while airborne will send them much further during their detonation time.

In-game screenshot of this attack's hitboxes