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
Idle | Crouch | Hitstun |
---|---|---|
42 × 59 | 42 × 55 | 42 × 59 |
Measured in pixels
Effective Weight Copied to clipboard
Knockback Adjust | Air Friction | Hitstun Gravity Accel | Max Fall Speed |
---|---|---|---|
0.95 | 0.04 px/f2 | 0.5 px/f2 | 10 px/f |
Momentum Mail reduces Knockback Adjust to 0.9
.
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 | |
---|---|---|---|---|---|---|---|---|---|---|---|
Base | 10 frames | 6.25 px/f | 6 px/f | 6 frames | 18 frames | 0.5 px/f2 | 3.25 px/f | 0.2 px/f2 | 0.6 px/f2 | 8 frames | 0.13 px/f2 |
M. Mail | 10 frames | 30 frames | 0.25 px/f2 | 0.3 px/f2 | 0.05 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 | 6 px/f | 7 px/f | 6 px/f | 10.99 px/f | 10 px/f | 0.5 px/f2 | 13 px/f | 4 frames | 9 px/f | 5 px/f | 1 | 20 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 | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 5-6 | 12 /
18 | Tilts:
Endlag
9- | 25 | 6% | 60° | 6 | 6 | 0.50 | 1× | 7 | 0.70 | 6 | True | None |
Dash Attack Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 7 | 8-13 | 8% | 60° | 0 | 7 | 0.40 | 1× | 6 | 0.40 | 2 | True | Standard | ||
Late | 14-17 | 15 /
23 | 41 | 6% | 60° | 0 | 6-3 (linear) | 0.25 | 1× | 6 | 0.40 | 2 | True | Standard |
Forward Tilt Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 8 (4 in loop) | 9-11 | 8 /
12 | Hit 2:
Endlag
6-8
/ 6-12 | 24 | 5% | 361° | 0 | 6 | 0.10 | 1× | 6 | 0.00 | 3 | 1 | True | Standard | If looping the attack you must hit your opponent or an object to cancel into Forward Tilt Hit 2. |
Hit 2 | 4 | 5-7 | 8 /
12 | Hit 1 (On Hit):
Endlag
6-8 | 5% | 361° | 0 | 6 | 0.10 | 1× | 6 | 0.00 | 3 | 1 | True | Standard | Can cancel into Forward Tilt Hit 1 on hit to loop the attack. |
Up Tilt Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 8 | 9-28 | 10 /
15 | 44 | 8% | 90° | 0 | 8 | 0.40 | 1× | 6 | 0.30 | 3 | True | Standard | As Up Tilt counts as a projectile, Shovel Knight does not suffer any hitpause on hitting another character with it. |
Down Tilt Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Force Flinch | Untechable | Hitpause | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 6 | 7-8 | 4% | 270° | 0 | 4 | 0.40 | 1× | 1 | True | 6 | 0.20 | 6 | True | Standard | |||
Hit 2 | 13-15 | 12 /
18 | 34 | 8% | 90° | 0 | 8 | 0.50 | 1.2× | 7 | 0.40 | 6 | True | Standard | 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. |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 5-6 | 16 /
24 | 31 | 4 / 6 | 6% | 361° | 6 | 6 | 0.50 | 1× | 7 | 0.70 | 6 | True | Standard |
Can transition into jab if landing during startup, replacing landing lag with jab's endlag.
Forward Air Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 8 (4 in loop) | 9-11 | 8 /
12 | Hit 2:
Endlag
6-8
/ 6-12 | 24 | 5% | 361° | 0 | 6 | 0.10 | 1× | 6 | 0.00 | 3 | 1 | True | Standard | If looping the attack you must hit your opponent or an object to cancel into Forward Air Hit 2. |
Hit 2 | 4 | 5-7 | 8 /
12 | Hit 1 (On Hit):
Endlag
6-8 | 5% | 361° | 0 | 6 | 0.10 | 1× | 6 | 0.00 | 3 | 1 | True | Standard | 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.
Back Air Copied to clipboard
Startup | Active | Endlag | FAF | Landing Lag | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1-2 | 12 | 13-14, 15-16 | 4 / 6 | 3% | 90° | 0 | 6 | 0.00 | 0.65× | 5 | 0.00 | 2 | True | Standard | ||
Hit 3 | 17-20 | 10 /
15 | 36 | 4 / 6 | 4% | 120° | 0 | 7 | 0.70 | 1× | 10 | 0.50 | 5 | 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 | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 9 | 10-13 [ 14-17, 22-25, 14-17, 26-29 ] | 4 / 6 | 2% | 70° | 0 | 4 | 0.00 | 1× | 4 | 0.00 | 6 / 2 | True | Standard | |||
Hit 1 (Body) | 10-13 [ 14-17, 22-25, 14-17, 26-29 ] | 4 / 6 | 2% | 70° | 0 | 7 | 0.00 | 1× | 4 | 0.00 | 1 | True | Standard | ||||
Final Hit | [ 14-16 / 18-21 / 22-25 / 26-29 ] | 15 /
21 | [ 38 / 42 / 46 / 50 / 54] | 4 / 6 | 3% | 90° | 0 | 6 | 0.70 | 1× | 7 | 0.80 | 6 | True | Standard | 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 / 6 | 3% | 90° | 0 | 6 | 0.55 | 1× | 7 | 0.80 | 2 | True | Standard | 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.
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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 6 | 7-8 | 12 / 18 | 9% | 35° | 3 | 6 | 0.50 | 1× | 10 | 0.80 | 20 | 10 | True | Standard | ||
Early (Spike) | 7-8 | 12 / 18 | 10% | 270° | 0 | 6 | 0.70 | 1× | 10 | 1.20 | 20 | 2 | True | Standard | |||
Late | 9-17 (Hold attack to extend) | 10 /
15 | 33 (Soonest) | 12 / 18 | 7% | 55° | 3 | 6 | 0.50 | 1× | 5 | 0.50 | 20 | 8 | True | Standard | |
Late (Spike) | 9-17 (Hold attack to extend) | 12 / 18 | 8% | 270° | 0 | 6 | 0.55 | 1× | 5 | 1.00 | 20 | 2 | True | Standard | |||
Shoulder | 7-17 (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.
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
13 | 14-16 | 18 /
27 | 44 | 11% | 361° | 0 | 8 | 1.00 | 1× | 9 | 1.10 | 10 | 7 | True | Standard |
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.
Up Strong Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | Moves Kragg/SK Rocks | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12 | 13-15 | 11% | 80° | 0 | 8 | 1.10 | 1× | 8 | 0.70 | 10 | 7 / 5 | True | Standard | True | |||
Behind | 13-16 | 18 /
27 | 44 | 6% | 135° | 0 | 6 | 0.70 | 1× | 8 | 0.70 | 10 | 2 | True | Standard | True |
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.
Rock Copied to clipboard
Startup | Active | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Force Flinch | Hitpause | Priority | Kills Projectiles | Parry Stun | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
72 | 73- | 104 | Creation: 6% Moved by Up Strong: 4-6% (charge) Moved by Down Tilt: 4% Moved by all other moves: 6% | 90° | 3 | 7 | 0.80 | 0.8× | 2 | 8 | 0.00 | 3 | True | None | 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.
Down Strong Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Force Flinch | Untechable | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | Cannot Galaxy | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 (Falling) | 18 | 19- | Jump/Up Special:
51- | 1% | 270° | 0 | 7 | 0.00 | 1× | 1 | Forces a missed tech instead of bouncing the opponent off the ground. | 6 | 0.00 | 2 | True | Standard | True | 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: 1-3 | 2% | 135° | 6 | 3 | 0.00 | 1× | 6 | 0.00 | 2 | True | Standard | True | If you land before Hit 1 is active, you will instead go straight to Hit 2. | |||||||
Flame Pillar 1 | On Landing: 4-6 | 10% | 70° | 6 | 7 | 1.30 | 1× | 6 | 1.00 | 10 | 6 | True | Standard | ||||||||
Flame Pillar 2 | On Landing: 7-9 | 7% | 70° | 6 | 6 | 1.20 | 1× | 6 | 1.00 | 10 | 6 | True | Standard | ||||||||
Flame Pillar 3 | On Landing: 10-17 | 20 /
30 | 48 | 4% | 70° | 6 | 6 | 0.50 | 1× | 6 | 0.50 | 6 | True | Standard |
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.
Special Attacks Copied to clipboard
Neutral Special Copied to clipboard
Coin Capture Copied to clipboard
Startup | Capture | Endlag | FAF | Notes |
---|---|---|---|---|
7 | Coins: 8- | 20 | 28 | Once captured, coins cannot change ownership and will travel to Shovel Knight even if he is interrupted. |
War Horn (1000 Gems) Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Center | 25 | 26-33 | 35 | 69 | 8% | 45° | 8 | 6-3 (linear) | 0.70 | 0.9× | 10 | 0.50 | 10 | True | Standard |
Sweet | 26-33 | 12% | 45° | 8 | 7-3 (linear) | 1.00 | 0.9× | 10 | 0.50 | 9 | True | Standard |
Air brakes during active frames.
Mobile Gear (1200 Gems) Copied to clipboard
Startup | Active | Endlag | FAF | Cooldown | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 15 | 16- | 13 | 29 | 120 | 2% | 60° | 0 | 6 | 0.20 | 0.5× | 5 | 0.00 | 1 | True | None | 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. |
Mobile | From Landing: 51 | 52- | 2% | 55° | 0 | 7 | 0.10 | 0.5× | 5 | 0.00 | 1 | True | None | 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. |
Ghost Glove (1400 Gems) Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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° | 0 | 6 | 0.10 | 0.7× | 4 | 0.00 | 1 | True | None | 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.
Side Special Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Cooldown | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry 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° | 0 | 6-7 (charge) | 0.50-0.60 (charge) | 1× | 8 | 0.80 | 5 / 1 | False | Standard |
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.
Infinidagger Copied to clipboard
Startup | Active | Endlag | Cancellable | Cooldown | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry 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° | 0 | 6 | 0.50 | 1× | 8 | 0.80 | 5 / 1 | True | Standard |
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.
Up Special Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Untechable | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 12 | 13-14 | 7% | 135° | 0 | 8 | 0.80 | 1× | 8 | 0.60 | 10 | 6 | True | Standard | |||||
Hit 1 (Sweet) | 13-14 | 10% | 135° | 0 | 9 | 1.10 | 1× | 10 | 1.00 | 10 | 8 | True | Standard | ||||||
Hit 2 (Swing) | 15-16 | 5% | 65° | 0 | 10 | 0.30 | 1× | 8 | 0.40 | 3 | True | Standard | |||||||
Hit 3 (Rising) | 19-32 | Walljump:
28- | 5% | 65° | 0 | 10-7 (linear) | 0.30 | 1× | 8 | 0.40 | 4 | True | Standard | 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° | 0 | 5 | 0.60 | 1× | Forces a missed tech instead of bouncing the opponent off the ground. | 6 | 0.90 | 8 | True | Standard | 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-. | ||||
Landing | On Landing: 1-6 | 15 /
20 | On Landing: 27 | 5% | 70° | 6 | 6 | 0.30 | 1× | 8 | 0.20 | 3 | False | Standard |
Down Special Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cast Anchor | 16 | 17- (Max 60f) | Anchor is unable to cast: 31 | 8% | 270° | 0 | 5 | 0.50 | 1× | 10 | 0.00 | 1 | True | Standard | Air brakes f15-. | |
Reel Anchor | 3 | 4- (Max 60f) | From Anchor Reaching SK: 14 | From Anchor Reaching SK: 15 | 8% | 90° | 0 | 7 | 0.50 | 1.1× | 10 | 0.00 | 1 | True | Standard | 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.
Treasure Pile Copied to clipboard
Startup | Active | Lifetime | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2- | 600f
(1-600) Reset by: Hitting Treasure Pile | 2% | 60° | 0 | 6 | 0.20 | 0.5× | 5 | 0.00 | 1 | True | None | 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.
Taunt Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Open Shop | 14 | 15-17 | Shop: 32 | 6% | 45° | 0 | 10 | 0.25 | 1× | 7 | 0.50 | 6 | True | Standard | |
Close Shop/Buy | 33 | 34 |
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.