Zetterburn
The Fire's Roar • 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 | 0.04 px/f2 | 0.5 px/f2 | 10 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 | 6.5 px/f | 4 frames | 10 frames | 1.5 px/f2 | 3.25 px/f | 0.25 px/f2 | 0.5 px/f2 | 8 frames | 0.12 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 | 6 px/f | 10.99 px/f | 10 px/f | 0.5 px/f2 | 14 px/f | 4 frames | 8 px/f | 7 px/f | 0.85 | 3 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 | 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 | 5 | 6-7 | 14 | Jab 2:
Endlag
7-12,
13-14 Tilts: Endlag 7-14 | 22 | 4% | 361° | 6 | 4 | 0.00 | 1× | 1 | 4 | 0.00 | 2 | True | None |
Jab 2 | 5 | 19-20 (Soonest) | 16 | Jab 3:
Endlag
8-14,
15-16 Tilts: Endlag 8-16 | 37 (Soonest) | 4% | 361° | 6 | 4 | 0.00 | 1× | 5 | 0.00 | 1 | True | None | |
Jab 3 | 5 | 33-34 (Soonest) | 17 | 52 (Soonest) | 6% | 361° | 6 | 8 | 0.50 | 1× | 12 | 0.70 | 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 | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Front | 10 | 11-14 | 13 /
20 | Up Strong (On Hit) | 35 | 8% | 361° | 6 | 6 | 0.35 | 1× | 5 | 0.25 | 2 | True | Standard |
Above | 11-12 | Up Strong (On Hit) | 6% | 105° | 6 | 5 | 0.30 | 1× | 5 | 0.25 | 1 | True | Standard |
Up Strong may be input during hitpause to begin immediately after hitpause has ended.
Forward 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 | 5% | 361° | 0 | 4 | 0.00 | 1× | 10 | 0.50 | 1 | True | Standard | Pulls opponents inwards during hitpause. | ||
Hit 2 | 10-11 | 7 /
11 | 23 | 5% | 361° | 6 | 7 | 0.65 | 1× | 6 | 1.00 | 1 | True | Standard |
Up Tilt Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 8 | 9-10 | 10% | 75° | 6 | 8 | 0.20 | 1× | 7 | 0.25 | 1 | True | Standard | ||
Hit 2 | 10-11 | 8% | 90° | 6 | 8 | 0.20 | 1× | 7 | 0.25 | 1 | True | Standard | |||
Hit 3 | 11-12 | 8 /
12 | 25 | 11% | 105° | 6 | 8 | 0.20 | 1× | 6 | 0.60 | 1 | True | Standard |
Down Tilt Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 5-7 | 12 /
18 | 26 | 9% | 361° | 6 | 6 | 0.30 | 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 | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1-2 | 5 | 6-7, 10-11 | 4 / 6 | 2% | 45° | 0 | 6 | 0.00 | 1× | 5 | 0.00 | 1 | True | Standard | ||
Hit 3 | 14-16 | 7 /
11 | 28 | 4 / 6 | 5% | 60° | 0 | 7 | 0.20 | 1× | 7 | 0.20 | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sour | 10 | 11-13 | 10 /
15 | 29 | 6 / 9 | 8% | 361° | 6 | 6 | 0.25 | 1× | 5 | 0.25 | 2 | True | Standard |
Top | 11-13 | 6 / 9 | 6% | 60° | 6 | 5 | 0.20 | 1× | 5 | 0.50 | 3 | True | Standard | |||
Sweet | 11-13 | 6 / 9 | 13% | 40° | 0 | 8 | 0.75 | 1× | 10 | 0.75 | 4 | 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 | Sets On Fire |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
9 | 10-12 | 7 /
11 | 24 | 4 / 6 | 3% | 110° | 6 | 5 | 0.25 | 1× | 6 | 0.25 | 2 | True | Standard | True |
Up Air Copied to clipboard
Startup | Active | Endlag | FAF | Landing Lag | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sour | 8 | 9-11 | 10 /
15 | 27 | 4 / 6 | 7% | 70° | 6 | 8 | 0.20 | 1× | 6 | 0.25 | 2 | True | Standard |
Hands | 9-11 | 4 / 6 | 7% | 65° | 6 | 8 | 0.20 | 1× | 6 | 0.25 | 3 | True | Standard | |||
Sweet | 9-10 | 4 / 6 | 13% | 90° | 6 | 8 | 0.825 | 1× | 8 | 0.75 | 1 | 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 | 14-15 | 10 /
15 | 31 | 4 / 6 | 12% | 270° | 6 | 6 | 0.65 | 1× | 8 | 0.50 | 2 | True | Standard |
Strong Attacks Copied to clipboard
Forward Strong Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Force Flinch | Untechable | Hitpause | ASDI Modifier | Priority | Kills Projectiles | Parry Stun | Consumes Fire | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 13 | 14-18 | 4% | 10° | 0 | 6 | 0.00 | 0.25× | 2 | True | 5 |
0.00 (+6) | 0× | 2 | True | Standard | Pulls opponents in during hitpause. | |||
Hit 2 | 21-22 | 21 /
32 | 55 | 8% | 361° | 0 | 8 | 0.90 | 1× | 8 | 0.50 | 1 | True | Standard | ||||||
Fire Combustion | 23-24 | Hit:
21 | 10% | 45° | 0 | 8 | 1.20 | 1× | 18 | 0.50 | 3 | True | Standard | True | Does not replace a hitbox, but instead adds a new one if it detects the struck opponent is on fire. |
Up Strong Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Consumes Fire | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
11 | 12 | 24 /
36 | 49 | 7% | 90° | 0 | 8 | 1.10 | 1× | 8 | 0.50 | 2 | True | Standard | |||
Fire Combustion | 13-14 | Hit:
25 | 8% | 90° | 0 | 8 | 1.30 | 1× | 18 | 0.50 | 3 | True | Standard | True | Does not replace a hitbox, but instead adds a new one if it detects the struck opponent is on fire. |
Down Strong Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Force Flinch | Untechable | Hitpause | ASDI Modifier | Priority | Kills Projectiles | Parry Stun | Consumes Fire | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 4 | 5 | 5% | 0° | 0 | 8 | 0.00 | 0.25× | 2 | True | 7 |
0.00 (+6) | 0× | 2 | True | Standard | Pulls opponents in during hitpause. | |||
Hit 2 | 12-13 | 20 /
30 | 44 | 8% | 40° | 0 | 8 | 0.90 | 1× | 8 | 0.50 | 1 | True | Standard | ||||||
Fire Combustion | 15-16 | Hit:
19 | 10% | 45° | 0 | 8 | 1.15 | 1× | 18 | 0.50 | 3 | True | Standard | True | Does not replace a hitbox, but instead adds a new one if it detects the struck opponent is on fire. |
Special Attacks Copied to clipboard
Neutral Special Copied to clipboard
Shine Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Sets On Fire | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Uncharged | 1 | 2-4 | 20 | Jump:
3-24 | 25 | 2% | 90° | 1 | 8.5 | 0.14 | 0.7× | 3 | 0.00 | 1 | True | Standard | True |
Full Charge | 35 | 36-38 | 24 | Jump:
37-62 | 63 | 10% | 90° | 1 | 9 | 0.30 | 0.7× | 8 | 0.60 | 3 | True | Standard | True |
Jumping during hitpause will always buffer a jump after hitpause ends.
Side Special Copied to clipboard
Fireball Copied to clipboard
Startup | Active | Endlag | FAF | Cooldown | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Sets On Fire | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mane | 10 | 11 | 15 | 31 | 3% | 30° | 0 | 8 | 0.10 | 1× | 6 | 0.10 | 1 | True | Standard | True | ||
Projectile | 16-74 | 45 | 2% | 50° | 0 | 6 | 0.10 | 0.5× | 6 | 0.00 | 3 | True | None | True | Cooldown applied first frame of endlag. |
Up Special Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Force Flinch | Hitpause | ASDI Modifier | Priority | Kills Projectiles | Parry Stun | Cannot Galaxy | Sets On Fire | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Charging | 16 | 17, 19, 21, 23, 25, 27, 29, 31, 33 | Airdodge:
12-35 | 1% | 75° | 2 | 1 | 0.00 | 2× | 1 | 3 | 0.00 | 0.5× | 1 | False | Standard | True | True | |||
Travelling | 39-62 | 5 | Angling into the ground:
41-63
(10f Endlag) | 68 (In Pratfall) | 8% | 361° | 10 | 7-6 (Linear) | 0.60 | 1× | 8 | 0.60 | 3 | True | Standard | True | Can be angled in 24 possible directions. Cancelling by angling into the ground will cause the move to become inactive and Zetterburn to enter 10 frames of endlag, including time in a shortened landing lag state. Will only travel through platforms. |
Down Special Copied to clipboard
Startup | Active | Refresh | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Force Flinch | Untechable | Hitpause | Priority | Kills Projectiles | Parry Stun | Sets On Fire | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 (Grounded) | 22 | 23 | 2% | -75° | 0 | 4 | 0.00 | 1× | 1 | Forces a missed tech instead of bouncing the opponent off the ground. | 4 | 0.00 | 1 | True | Standard | True | |||||
Hit 1 (Aerial Dive) | 22 | 23- | Jump:
On Walljump
(1 per airtime) Jump: f44 | Flip (Input Parry):
1-8 Walljump: 24- Airdodge/Up Special/Jump: 54- | 2% | -75° | 0 | 6 | 0.40 | 1× | 1 | Forces a missed tech instead of bouncing the opponent off the ground. | 4 | 0.00 | 1 | True | Standard | True | Zetterburn will flash white when his double jump is restored. Wavebounce does shift momentum. | ||
Hit 2 | Grounded:
24-28 On Landing: 1-5 | 21 | Grounded:
50 On Landing: 27 | 8% | 361° | 6 | 10 | 0.55 | 0.9× | 8 | 0.75 | 3 | True | Standard | True | ||||||
Fire Puddle | 3 | Grounded:
27-326 On Landing: 4-303 | True | Activates on the 4th active frame of Hit 2. Ledge-cancelling the attack before this frame will result in the fire puddle not activating. |
Aerial Dive Flip Copied to clipboard
Startup | Cancellable | FAF | Landing Lag | Notes |
---|---|---|---|---|
8 | Walljump:
9- Can Fastfall: 28- | On Landing: 17 | 16 | You are able to drift during the initial flip if your horizontal speed is lowered by hitting the wall or another object. Wavebounce does shift momentum. |