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Shovel Knight

The Shovel of Hope • 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 × 5542 × 59

Measured in pixels

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

Effective Weight Copied to clipboard

Momentum Mail reduces Knockback Adjust to 0.9.

Grounded Movement Copied to clipboard

Initial Dash TimeInitial Dash SpeedRun SpeedRun Stop TimeRun Turn TimeRun Turn AccelWalk SpeedWalk AccelGround FrictionWaveland TimeWaveland Friction
Base10 frames6.25 px/f6 px/f6 frames18 frames0.5 px/f23.25 px/f0.2 px/f20.6 px/f28 frames0.13 px/f2
M. Mail10 frames30 frames0.25 px/f20.3 px/f20.05 px/f2

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 FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
45-612 / 18
Tilts: Endlag 9-
256%60°66 | 0.507 | 0.706TrueNone
In-game screenshot of this attack's hitbox

Dash Attack Copied to clipboard

StartupActiveEndlagFAFDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
Early78-138%60°07 | 0.406 | 0.402TrueStandard
Late14-1715 / 23
416%60°06-3 (linear) | 0.256 | 0.402TrueStandard
In-game screenshot of this attack's hitboxes

Forward Tilt Copied to clipboard

StartupActiveEndlagCancellableFAFDamageAngleAngle FlipperKnockbackHitstunHitpauseHit LockoutPriorityKills ProjectilesParry StunNotes
Hit 18 (4 in loop)9-118 / 12
Hit 2: Endlag 6-8 / 6-12
245%361°06 | 0.106 | 0.0031TrueStandard
If looping the attack you must hit your opponent or an object to cancel into Forward Tilt Hit 2.
Hit 245-78 / 12
Hit 1 (On Hit): Endlag 6-8
5%361°06 | 0.106 | 0.0031TrueStandard
Can cancel into Forward Tilt Hit 1 on hit to loop the attack.
In-game screenshot of this attack's hitboxes

Up Tilt Copied to clipboard

StartupActiveEndlagFAFDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry StunNotes
Hit 189-2810 / 15
448%90°08 | 0.406 | 0.303TrueStandard
As Up Tilt counts as a projectile, Shovel Knight does not suffer any hitpause on hitting another character with it.
In-game screenshot of this attack's hitboxes

Down Tilt Copied to clipboard

StartupActiveEndlagFAFDamageAngleAngle FlipperKnockbackHitstunForce FlinchUntechableHitpausePriorityKills ProjectilesParry StunNotes
Hit 167-84%270°04 | 0.401True6 | 0.206TrueStandard
Hit 213-1512 / 18
348%90°08 | 0.501.2×7 | 0.406TrueStandard
Has an indentically sized hitbox which can only hit projectiles. This hitbox has a higher priority value and a knockback angle of 80. This hitbox can move Kragg/Shovel Knight Rocks.
In-game screenshot of this attack's hitboxes

Aerial Attacks Copied to clipboard

Neutral Air Copied to clipboard

StartupActiveEndlagFAFLanding LagDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
45-616 / 24
314 / 66%361°66 | 0.507 | 0.706TrueStandard

Can transition into jab if landing during startup, replacing landing lag with jab's endlag.

In-game screenshot of this attack's hitbox

Forward Air Copied to clipboard

StartupActiveEndlagCancellableFAFDamageAngleAngle FlipperKnockbackHitstunHitpauseHit LockoutPriorityKills ProjectilesParry StunNotes
Hit 18 (4 in loop)9-118 / 12
Hit 2: Endlag 6-8 / 6-12
245%361°06 | 0.106 | 0.0031TrueStandard
If looping the attack you must hit your opponent or an object to cancel into Forward Air Hit 2.
Hit 245-78 / 12
Hit 1 (On Hit): Endlag 6-8
5%361°06 | 0.106 | 0.0031TrueStandard
Can cancel into Forward Air Hit 1 on hit to loop the attack.

Transitions into Forward Tilt when landing in all stages of the move, making this move have no landing lag.

In-game screenshot of this attack's hitboxes

Back Air Copied to clipboard

StartupActiveEndlagFAFLanding LagDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
Hit 1-21213-14, 15-164 / 63%90°06 | 0.000.65×5 | 0.002TrueStandard
Hit 317-2010 / 15
364 / 64%120°07 | 0.7010 | 0.505TrueStandard
In-game screenshot of this attack's hitboxes

Up Air Copied to clipboard

StartupActiveEndlagFAFLanding LagDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry StunNotes
Hit 1910-13 [ 14-17, 22-25, 14-17, 26-29 ]4 / 62%70°04 | 0.004 | 0.006 / 2TrueStandard
Hit 1 (Body)10-13 [ 14-17, 22-25, 14-17, 26-29 ]4 / 62%70°07 | 0.004 | 0.001TrueStandard
Final Hit[ 14-16 / 18-21 / 22-25 / 26-29 ]15 / 21
[ 38 / 42 / 46 / 50 / 54]4 / 63%90°06 | 0.707 | 0.806TrueStandard
Will replace the next attack in hit 1's loop on releasing attack.
Final Hit (Tip)[ 14-16 / 18-21 / 22-25 / 26-29 ]4 / 63%90°06 | 0.557 | 0.802TrueStandard
Will replace the next attack in hit 1's loop on releasing attack.

Up Air will loop hit 1 up to 4 times while holding attack. This allows you to delay the final hit, connect hit 1 multiple times and will lift Shovel Knight into the air. Dagger hilt has higher knockback than the tip.

In-game screenshot of this attack's hitboxes

Down Air Copied to clipboard

StartupActiveEndlagFAFLanding LagDamageAngleAngle FlipperKnockbackHitstunHitpauseHit LockoutPriorityKills ProjectilesParry Stun
Early67-812 / 189%35°36 | 0.5010 | 0.802010TrueStandard
Early (Spike)7-812 / 1810%270°06 | 0.7010 | 1.20202TrueStandard
Late9-17 (Hold attack to extend)10 / 15
33 (Soonest)12 / 187%55°36 | 0.505 | 0.50208TrueStandard
Late (Spike)9-17 (Hold attack to extend)12 / 188%270°06 | 0.555 | 1.00202TrueStandard
Shoulder7-17 (Hold attack to extend)
(Only Hits Projectiles)
True

Late/Shoulder hitboxes disappear 1f after releasing attack f17- if the attack has not yet hit another character or object. When hitting another character or object, Shovel Knight will bounce and Dair will remain active for a further 11 frames before you are able to begin the endlag state. Unique interactions after bouncing off of both Lily, causing her to bite, and Absa's cloud, pushing it down slightly.

In-game screenshot of this attack's hitboxes

Strong Attacks Copied to clipboard

Forward Strong Copied to clipboard

StartupActiveEndlagFAFDamageAngleAngle FlipperKnockbackHitstunHitpauseHit LockoutPriorityKills ProjectilesParry Stun
1314-1618 / 27
4411%361°08 | 1.009 | 1.10107TrueStandard

Dynamo Mail allows you to use Forward Strong in the air. You cannot cancel the move by landing during startup, active frames, or endlag, meaning it perfectly transitions into a grounded attack.

In-game screenshot of this attack's hitbox

Up Strong Copied to clipboard

StartupActiveEndlagFAFDamageAngleAngle FlipperKnockbackHitstunHitpauseHit LockoutPriorityKills ProjectilesParry StunMoves Kragg/SK Rocks
1213-1511%80°08 | 1.108 | 0.70107 / 5TrueStandardTrue
Behind13-1618 / 27
446%135°06 | 0.708 | 0.70102TrueStandardTrue

Dynamo Mail allows you to use Up Strong in the air. You cannot cancel the move by landing during startup, active frames, or endlag, meaning it perfectly transitions into a grounded attack.

In-game screenshot of this attack's hitboxes

Rock Copied to clipboard

StartupActiveFAFDamageAngleAngle FlipperKnockbackHitstunForce FlinchHitpausePriorityKills ProjectilesParry StunNotes
7273-104Creation: 6%
Moved by Up Strong: 4-6% (charge)
Moved by Down Tilt: 4%
Moved by all other moves: 6%
90°37 | 0.800.8×28 | 0.003TrueNone
When moved with Up Strong, damage and knockback scales with with the charge damage multiplier, causing it to deal 1.25x total knockback when creating it and 1.6x damage (6%). Retains a hitbox until landed, spikes while falling.

Spawns only if Up Strong is fully charged (while on the ground). Can angle the initial arc on creation by holding a horizontal direction.

In-game screenshot of this attack's hitbox

Down Strong Copied to clipboard

StartupActiveEndlagCancellableFAFDamageAngleAngle FlipperKnockbackHitstunForce FlinchUntechableHitpauseHit LockoutPriorityKills ProjectilesParry StunCannot GalaxyNotes
Hit 1 (Falling)1819-Jump/Up Special: 51-
1%270°07 | 0.001
Forces a missed tech instead of bouncing the opponent off the ground.
6 | 0.002TrueStandardTrue
Holding upwards on the left stick on frame 6 will cause Shovel Knight to jump higher, allowing him to reach standard sized platforms. The charge window for Down Strong begins in the air and raises Shovel Knight's vertical position for 1 extra frame, allowing him to reach the platforms on Abyssal Gates.
Hit 2 (Landing)On Landing: 1-32%135°63 | 0.006 | 0.002TrueStandardTrue
If you land before Hit 1 is active, you will instead go straight to Hit 2.
Flame Pillar 1On Landing: 4-610%70°67 | 1.306 | 1.00106TrueStandard
Flame Pillar 2On Landing: 7-97%70°66 | 1.206 | 1.00106TrueStandard
Flame Pillar 3On Landing: 10-1720 / 30
484%70°66 | 0.506 | 0.506TrueStandard

Dynamo Mail allows you to use Down Strong in the air. Performing Down Strong immediately after jump-squat when Dynamo Mail is active performs a super jump Down Strong, with height variations for short hop and full hop.

In-game screenshot of this attack's hitboxes

Special Attacks Copied to clipboard

Neutral Special Copied to clipboard

Coin Capture Copied to clipboard

StartupCaptureEndlagFAFNotes
7Coins: 8-2028
Once captured, coins cannot change ownership and will travel to Shovel Knight even if he is interrupted.

War Horn (1000 Gems) Copied to clipboard

StartupActiveEndlagFAFDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
Center2526-3335698%45°86-3 (linear) | 0.700.9×10 | 0.5010TrueStandard
Sweet26-3312%45°87-3 (linear) | 1.000.9×10 | 0.509TrueStandard

Air brakes during active frames.

In-game screenshot of this attack's hitboxes

Mobile Gear (1200 Gems) Copied to clipboard

StartupActiveEndlagFAFCooldownDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry StunNotes
Throw1516-13291202%60°06 | 0.200.5×5 | 0.001TrueNone
You can control the trajectory of the gear by holding a horizontal or vertical direction on the left stick, allowing Shovel Knight to throw the gear in 5 different arcs. Cooldown applies on the last frame of endlag and is only relevant if the gear is destroyed or despawned sooner than 120 frames, otherwise the gear is throwable immediately on the previous one hitting entering the blastzone.
MobileFrom Landing: 5152-2%55°07 | 0.100.5×5 | 0.001TrueNone
If Mobile Gear's path is blocked, it will lose its hitbox and disappear 50 frames later. Unblocking its path will not make it mobile again.
In-game screenshot of this attack's hitboxes

Ghost Glove (1400 Gems) Copied to clipboard

StartupActiveEndlagCancellableFAFDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry StunNotes
16 (7 in loop)17-35 [ 37-55, 57-75... ]15 (27 if >2 gloves are thrown)Autocancel (Land): Endlag 1-15 / 1-27
32 (Minimum)4%36°06 | 0.100.7×4 | 0.001TrueNone
On parrying a Ghost Glove, it will become transcendent when being reflected, allowing it to break other projectiles on its return.

If airborne, frames 16 and 17 will stall when reaching the ground and prevent you from landing until frame 18. Landing anytime from frame 18 onwards during the remaining frames of endlag will cause you to immediately cancel into default landing lag.

In-game screenshot of this attack's hitbox

Side Special Copied to clipboard

StartupActiveEndlagCancellableFAFCooldownDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
Initial: 16
Charge: 0-79
Post-Charge: 2
19-31 (Soonest)
98-138 (Latest)
11 / 17
Bounce: 11
Jump (While Grounded): 20-31 (Min), 99-138 (Max) (15f Endlag)
49 (Soonest)30 (On Whiff in air)
40 (On Hit/Bounce)
6-8% (charge)361°06-7 (charge) | 0.50-0.60 (charge)8 | 0.805 / 1FalseStandard

Holding down on any actionable frame during either the hit/bounce animation or during jump-cancel's momentum will cancel the animation and slow Shovel Knight's aerial momentum to his usual amount. Holding back on the same frame you jump-cancel will cause Shovel Knight to turnaround on the first frame of jump-squat, allowing him to face the opposite direction in the air. A 30 frame cooldown applies on the final frame of endlag if you are in the air on whiff. On hit or after bouncing all versions of Forward Special will apply a 40 frame cooldown on the first frame of endlag, which is effectively a 29 frame cooldown once you are actionable.

In-game screenshot of this attack's hitbox

Infinidagger Copied to clipboard

StartupActiveEndlagCancellableCooldownDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
Full Charge: 95
Post-Charge: 2
98-Hit: 11
Bounce: 11
Jump (While Grounded): 99- (15f Endlag)
Cancel (Input Parry): 99- (18f Endlag)
30 (On Whiff in air)
40 (On Hit/Bounce)
6%361°06 | 0.508 | 0.805 / 1TrueStandard

Infinidagger is locked in if special is held until the 96th frame of startup, which immediately starts the 2 frame startup window before releasing. Travels much faster than partially charging forward-special. Holding down on any actionable frame during either the hit/bounce animation or during jump-cancel's momentum will cancel the animation and slow Shovel Knight's aerial momentum to his usual amount. Holding back on the same frame you jump-cancel will cause Shovel Knight to turnaround on the first frame of jump-squat, allowing him to face the opposite direction in the air. A 30 frame cooldown applies on the final frame of endlag if you are in the air on whiff. On hit or after bouncing all versions of Forward Special will apply a 40 frame cooldown on the first frame of endlag, which is effectively a 29 frame cooldown once you are actionable.

In-game screenshot of this attack's hitbox

Up Special Copied to clipboard

StartupActiveEndlagCancellableFAFDamageAngleAngle FlipperKnockbackHitstunUntechableHitpauseHit LockoutPriorityKills ProjectilesParry StunNotes
Hit 11213-147%135°08 | 0.808 | 0.60106TrueStandard
Hit 1 (Sweet)13-1410%135°09 | 1.1010 | 1.00108TrueStandard
Hit 2 (Swing)15-165%65°010 | 0.308 | 0.403TrueStandard
Hit 3 (Rising)19-32Walljump: 28-
5%65°010-7 (linear) | 0.308 | 0.404TrueStandard
Same hitbox group as Hit 2, meaning you cannot hit a character with this hitbox if they were previously hit by Hit 2.
Hit 4 (Falling)45-Walljump: 28-
Can Fastfall: 47-
5%270°05 | 0.60
Forces a missed tech instead of bouncing the opponent off the ground.
6 | 0.908TrueStandard
Fast-fall window assumes that Up Special does not hit a ceiling during the rising section of the move. Unable to land and refresh resources until 58-.
LandingOn Landing: 1-615 / 20
On Landing: 275%70°66 | 0.308 | 0.203FalseStandard
In-game screenshot of this attack's hitboxes

Down Special Copied to clipboard

StartupActiveEndlagFAFDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry StunNotes
Cast Anchor1617- (Max 60f)Anchor is unable to cast: 318%270°05 | 0.5010 | 0.001TrueStandard
Air brakes f15-.
Reel Anchor34- (Max 60f)From Anchor Reaching SK: 14From Anchor Reaching SK: 158%90°07 | 0.501.1×10 | 0.001TrueStandard
Must be idle for 20 frames before you can reel in a treasure. After idling with the anchor on the ground for 180 frames the anchor will automatically reel in. On catch, reel f1-12 for a Golden Troupple Fish, f13-16 for a treasure pile.

You can only down-special once per airtime. Anchor will continue travelling during hitpause. Hitbox detection is active while travelling, however the hitbox itself only becomes active on hitting a character and the anchor cannot otherwise break projectiles.

In-game screenshot of this attack's hitboxes

Treasure Pile Copied to clipboard

StartupActiveLifetimeDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry StunNotes
12-600f (1-600)
Reset by: Hitting Treasure Pile
2%60°06 | 0.200.5×5 | 0.001TrueNone
Can hit the same character once every 10 frames. Becomes inactive on landing.

Reeling in from frame 13 of a catch onwards will result in a Treasure Pile. Treasure Pile has 20 health in total and reduces in size slightly every 4 damage that's dealt to it. Only one treasure pile can be active at once, and reeling in a new one will cause the previous one to disappear.

In-game screenshot of this attack's hitbox

Taunt Copied to clipboard

StartupActiveEndlagFAFDamageAngleAngle FlipperKnockbackHitstunHitpausePriorityKills ProjectilesParry Stun
Open Shop1415-17Shop: 326%45°010 | 0.257 | 0.506TrueStandard
Close Shop/Buy3334

Right stick binds: Left = War Horn, Up = Mobile Gear, Right = Mail of Momentum, Down = Dynamo Mail. Purchasing an item will make it free for the remainder of the game if you choose to repurchase it, despite not being reflected in the UI.

In-game screenshot of this attack's hitboxes