Pomme
The Superstar Songstress • 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 |
---|---|---|---|---|---|---|---|---|---|---|
14 frames | 7 px/f | 6.25 px/f | 4 frames | 10 frames | 1.5 px/f2 | 3.25 px/f | 0.2 px/f2 | 0.5 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 | Gravity Acceleration | Fastfall Speed | Land Time | Vertical Walljump Speed | Horizontal Walljump Speed | Pratfall Adjust | Pratfall Land Time |
---|---|---|---|---|---|---|---|---|---|---|---|---|
0.3 px/f2 | 5.5 px/f | 8 px/f | 4.5 px/f | 9 px/f | 8 px/f | 0.35 px/f2 | 12 px/f | 4 frames | 8 px/f | 5 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 | 7 px/f | 94 px | 10 px/f | 149 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 | 4 | 5-7 | 12 | Jab 2:
Endlag
7-10,
11-12 Tilts: Endlag 7-12 | 20 | 2% | 60° | 6 | 4 | 0.00 | 1× | 1 | 5 | 0.00 | 2 | True | None |
Jab 2 | 2 | 16-18 (Soonest) | 12 /
25 | 31 (Soonest) | 3% | 361° | 0 | 6 | 0.40 | 1× | 6 | 0.40 | 2 | True |
Jab 2 has 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 (Front) | 8 | 9-12 | 4% | 40° | 0 | 5 | 0.00 | 1× | 6 | 0.00 | 2 | True | Standard | ||
Hit 1 (Back) | 9-12 | 4% | 40° | 0 | 6 | 0.00 | 1× | 6 | 0.00 | 2 | True | Standard | |||
Hit 2 | 19-22 | 17 /
25 | 48 | 4% | 60° | 0 | 7 | 0.65 | 1× | 7 | 0.00 | 2 | True | Standard |
Forward Tilt Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8-10 | 15 /
21 | 32 | 8% | 60° | 0 | 6 | 0.70 | 1× | 6 | 0.60 | 1 | True | Standard |
Up Tilt Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Upper | 6 | 7-10 | 16 /
22 | 33 | 8% | 85° | 0 | 6 | 0.55 | 1× | 6 | 0.35 | 2 | True | Standard |
Lower | 7-9 | 8% | 85° | 0 | 6 | 0.55 | 1× | 6 | 0.35 | 2 | True | Standard |
Down Tilt Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 5-7 | 11 /
17 | Jump (On Hit):
Endlag
2-11 | 25 | 6% | 75° | 0 | 6 | 0.30 | 1× | 5 | 0.35 | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 4 | 5-8 | 5 / 8 | 7% | 45° | 6 | 5 | 0.70 | 1× | 5 | 0.60 | 3 | True | Standard | ||
Late | 9-20 | 12 /
20 | 41 | 5 / 8 | 5% | 50° | 6 | 4 | 0.50 | 1× | 4 | 0.10 | 2 | True | Standard |
Forward Air Copied to clipboard
Startup | Active | Endlag | FAF | Landing Lag | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | 12 | 13-16 | During Startup: 9 During Active/Endlag: 12-6 / 16-7 | 12% | 40° | 0 | 6 | 1.00 | 1× | 15 | 1.00 | 2 | 2 | True | Standard | ||
Sour | 13-16 | During Startup: 9 During Active/Endlag: 12-6 / 16-7 | 8% | 40° | 0 | 5 | 1.00 | 1× | 10 | 0.90 | 2 | 2 | True | Standard | |||
Bootyblast | 14-23 | 12 /
18 | 42 | During Active/Endlag: 12-6 / 16-7 | 6% | 135° | 0 | 4 | 0.50 | 1× | 4 | 0.10 | 5 | True | Standard |
Fair landing lag scales down over the course of its active frames and endlag, up until the last 5 frames of endlag, which will have default landing lag due to the universal autocancel mechanic. The exception to this is if Pomme lands during the startup of the attack, which will cause Pomme to enter landing lag for 9 frames only instead.
Back Air Copied to clipboard
Startup | Active | Endlag | FAF | Landing Lag | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7-10 | 16 /
24 | 35 | 4 / 6 | 7% | 75° | 6 | 6 | 0.55 | 1× | 6 | 0.25 | 4 | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tip | 12 | 13-16 | 10 /
15 | 32 | 4 / 6 | 9% | 85° | 6 | 7 | 1.00 | 1× | 10 | 0.90 | 2 | 3 | True | Standard |
Sour | 13-16 | 4 / 6 | 6% | 70° | 6 | 6 | 1.00 | 1× | 7 | 0.90 | 2 | 4 | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1-3 | 9 | 10-11, 17-18, 24-25 | 4 / 6 | 2% | 55° | 4 | 3 | 0.00 | 1× | 4 | 0.00 | 4 | True | Standard | ||
Hit 4 | 31-32 | 10 /
15 | 48 | 4 / 6 | 4% | 80° | 4 | 4 | 0.60 | 1× | 5 | 0.00 | 4 | True | Standard |
Strong Attacks Copied to clipboard
Forward Strong Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | 20 | 21-24 | 18 /
27 | 52 | 16% | 40° | 0 | 7.5 | 1.00 | 18 | 1.00 | 6 | 4 | True | Standard |
Sour | 21-24 | 12% | 45° | 0 | 5.5 | 1.00 | 10 | 0.25 | 6 | 3 | True | Standard |
Up Strong Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Lower | 18 | 19-24 | 17 /
26 | 51 | 14% | 90° | 0 | 9 | 1.00 | 18 | 1.00 | 2 | 4 | True | Standard |
Upper | 19-24 | 17 /
26 | 51 | 10% | 90° | 0 | 7 | 1.00 | 10 | 1.00 | 6 | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12 | 13-18 | 19 /
29 | 48 | 10% | 60° | 6 | 9 | 1.10 | 1× | 7 | 1.00 | 6 | 4 | True | Standard | |
Spike | 13-16 | 13% | 280° | 0 | 7 | 0.90 | 1× | 7 | 1.00 | 6 | 3 | True | Standard |
Special Attacks Copied to clipboard
Neutral Special Copied to clipboard
Notes Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Record Single | 6 | (Notes recorded 7, 22, 37, 52) | 14 | Cancel (Input Parry):
7-53
(3f Endlag) | [ 21 / 36 / 51 / 66] | Actionable next FAF window upon releasing special. Stored notes are lost upon being hit or parried. Recording notes while in float cancels the float, but retains the remaining float time for future use. | |||||||||
Release Record | 7 | 8-126 [ 52-170, 97-215, 142-260 ] | 15 | 23 | 3% | 90° | 0 | 5 | 0.30 | 0.8× | 5 | 0.45 | 5 | True | None | After releasing the first note, remaining stored notes will be released automatically every 44-45f. If a note interacts with the Harmony Field at any time it will become transcendent, and the horizontal speed will greatly increase for the remainder of its lifetime. On parrying a note, it will become transcendent when being reflected, allowing it to break other projectiles on its return. |
Side Special Copied to clipboard
Vince Copied to clipboard
Startup | Active | Endlag | FAF | Cooldown | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial:
7 Charge: 0-29 Grab: 20 | 28-33
(Soonest) 57-62 (Latest) | 18 | 27-56 | 120 (On Vince Spawn) | 8% | 120° | 0 | 10 | 0.40 | 1× | 10 |
0.00 (+20 on opponent) | 1 | True | Extended |
Vince is spawned 2 frames after and grabs characters hit by Side Special's hitbox 21 frames after charge is released unless Pomme is hit prior to f20 post-release, in which case he will drop to the ground with no active hitbox spawning. From frames 4-55 post-special release, Vince is able block a single non-transcendent projectile from hitting Pomme, removing it's hitbox as it is travelling. Both projectiles and physical hits will knock Vince away unless Forward Special is fully charged, at which point Vince is able to block all projectiles and withstand any physical hits for his full lifetime. Vince snaps to the ledge within 16px beneath it.
Up Special Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1-7 | 6 | 7-8, 10-11, 13-14, 16-17, 19-20, 22-23, 25-26 | Walljump:
2- | 1% | 75° | 2 | 5 | 0.00 | 1× | 5 | 0.00 | 4 | True | Standard | |||
Hit 8 | 28-29 | No Harmony Field: 5 Harmony Field: 9 | No Harmony Field: 35 (In Pratfall) Harmony Field: 39 | 6% | 75° | 0 | 8 | 0.60 | 1× | 8 | 0.00 | 4 | True | Standard | |||
Encore | 16 | Walljump:
2- | 17 (In Pratfall) | Performed by using Up Special a 2nd time after using it already within Harmony Field without landing, walljumping, or being hit. |
If Up Special interacts with Harmony Field at any time, Pomme will be actionable at the end of the move (with 4f additional endlag) with her float restored to the minimum between remaining float time and 45 frames.
Down Special Copied to clipboard
Harmony Field Copied to clipboard
Pomme is able to float in any direction while within Harmony Field. Harmony Field will move towards the stage if it is placed far away enough from solid ground.