Loxodont | |
---|---|
Weight: | 110 |
Hitstun Gravity:Average value is 1.3. The lower the value, the higher a character goes up before falling back down. | 1.25 cm/f/f |
Max Fall Speed:Average value is 25. The higher the value, the quicker a character will fall back down. High values are considered fastfallers, whereas low values are considered floaties. | 21.0 cm/f |
Dash Speed:Dash speed to run speed. [Amount of frames a dash takes.] |
15.0 to 15.0 [12f] |
Air Speed:The maximum air speed a character can drift at. [Air acceleration.] |
10.0 cm/f [0.53 cm/f/f] |
Jump Speed:Jump speed.] |
Short Hop: 14.8 |

If Loxodont cannot reach an opponent with his axe, he can threaten those ranges with his Meatball, a projectile that can be angled up and down and launched with his own attacks, able to uniquely cover offstage options as well as approaching options from the opponent. Don't try to shield it either, since Loxodont's Side Special is a command grab that will instantly put the opponent into a tech situation, forcing the opponent to guess right or risk eating a large hit. Loxodont's range, however, ultimately comes from his Forward Tilt, a long range move that pulls the opponent in, and allowing Loxodont to cancel into his Down Tilt to flinch the opponent and potentially set up for Grab, his Up Tilt to launch them for a platform tech chase, or his second hit of Forward Tilt just for an extra mixup.
All the meanwhile, Loxodont is setting up for his biggest win condition: his Down Special, Eruption. Every time he stands over a pool of lava, he gains a single molten charge, and he can get stronger and stronger versions of Eruption. Sure, they're incredible for his recovery, but they also become a powerful burst combo tool, with Level 3 Eruption into Tusks being one of his best finishers. Molten charges can also buff his Strong attacks, not only making them stronger, but also giving them more active frames, meaning that if an opponent tries to shield it without a full shield, they'll be met with a nasty surprise...
Loxodont makes demands, and if one dares to enter his domain, he will not entertain any usurpers. If the opponent guesses wrong early, they'll eventually be in disadvantage state, realizing that no matter what they do next, there is no escape from the Eternal Emperor. The only choice is how sadistic Loxodont's combo will be.
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Pros | Cons |
|
|
- Down Tilt
- Neutral Special
- Side Special
- Up Special
- Pummel Special
- Ledge Special
Lava pools take 30 frames to become active. After becoming active, Loxodont can stand on them to gain a molten charge, consuming it in the process. Loxodont does not gain charge if in shield, hitstun, or knockdown. If an opponent stands on a lava pool, the pool will disappear. If both Loxodont and the opponent stand on the lava pool, the pool will not give charges or disappear until only one is standing.
Lava pools themselves, in particular, will change the behavior on Loxodont's Dash Attack and Down Throw.
- The most important feature is gaining access to Eruption. The more charges, the stronger it gets. Expends all charges.
- He can add more power and active frames to his Strong attacks. Costs 1 charge.
- If the Strong is charged for under 29 frames of charge, then one magma hitbox is made.
- If the Strong is partially charged between 30-59 frames of charge, then two magma hitboxes are made.
- If the Strong is fully charged, then three magma hitboxes are made.
- Create a large burst hitbox with his Getup Special. Costs 1 charge.
- He can cancel Eruption into the chargeless variant by inputting
ShieldDefault Controls
Xbox:
GCN:
KB:. Costs 1 charge.
In addition, Loxodont will lose all of his charges if he is parried.
Loxodont's gameplay often centers around his ability to gain charge, as a chargeless Loxodont and a Loxodont with all three charges are effectively completely different characters in the way they play.
Normal Moves
Jab
AttackDefault Controls
Xbox:
GCN:
KB: ( >
AttackDefault Controls
Xbox:
GCN:
KB: )
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Jab 1 Sweet | 5% | 7 | 8-10 | 16 [3]Regular endlag. [In-between frames before this Jab can be cancelled.] |
27 [14]Regular IASA. [Earliest Jab cancellable frame.]. |
N/A | 6.0 + 0.0 | 85 | -14 to -12 [-1 to 1] |
Stun |
Jab 1 Sour | 4% | 7 | 8-10 | 16 [3]Regular endlag. [In-between frames before this Jab can be cancelled.] |
27 [14]Regular IASA. [Earliest Jab cancellable frame.]. |
N/A | 6.0 + 0.0 | 45 | -15 to -13 [-2 to 0] |
Stun |
Jab 2 Sweet | 6% | 3 | 4-5 | 21 | 27 | N/A | 7.0 + 0.4 | 70 | -18 to -17 | Stun |
Jab 2 Sour | 4% | 3 | 4-5 | 21 | 27 | N/A | 6.0 + 0.35 | 50 | -19 to -18 | Stun |
- Jab 1 can be auto-floorhugged.
Loxodont quickly thrusts his axe forward. This is his fastest move, with decent range.
This is one of Loxodont's few good tools at approaching opponents, especially when combined with babydashingBabydash
A movement option by inputting dash for 1 or 2 frames, causing a character to slide forward while remaining fully actionable.
See in Glossary. He can cancel Jab 1 into any Tilt as well as Jab 2. Note that this pushes the opponent out, unlike Forward Tilt. At far enough spacings, only Forward Tilt and Jab 2 are able to connect, with Jab 2 able to follow up into Dash Attack.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 Sweet | True | N/A | N/A | False | False | False | 5 | 1.0 | 1.0 | 1.0 | N/A | 5 | 5 | 6.000 | 4.65 | True | True | True | SpecifiedAngle |
Jab 1 Sour | True | N/A | N/A | False | False | False | 4 | 1.0 | 1.0 | 1.0 | N/A | 4 | 4 | 5.200 | 3.57 | True | True | True | SpecifiedAngle |
Jab 2 Sweet | False | N/A | N/A | False | False | False | 7 | 1.0 | 1.0 | 1.0 | N/A | 7 | 5 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Jab 2 Sour | False | N/A | N/A | False | False | False | 5 | 1.0 | 1.0 | 1.0 | N/A | 5 | 4 | 5.200 | 3.57 | True | True | False | SpecifiedAngle |
Forward Tilt
Pull: Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to
for KB)
will prevent accidental Dash Attacks. / Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to
for KB)
will prevent accidental Dash Attacks. + AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
4% | 12 | 13-15 | 22 [5-9] [5-14]Regular endlag. [In-between frames before this can be cancelled on whiff.] [In-between frames before this can be cancelled on hit.] |
38 [21]Regular IASA. [Earliest cancellable frame.]. |
N/A | 6.0 + 0.0 | 160 | -21 to -19 [-4 to -2] | Stun |
One of Loxodont's strongest space control tools. This move drags inward, and it can cancel into his Forward Tilt 2. On hit, it can also cancel into his Up Tilt and Down Tilt.
This is one of Loxodont's most important tools. It has incredible range, and it can immediately set up for combos into Up Tilt or Down Tilt, or knockdowns and sending offstage with the second hit.
The threat range of Loxodont is most characterized by this move, even to the point where if Loxodont knocks the opponent offstage, he can drag them back in with this move to prevent the opponent from escaping the combo. It can be a decent counter to floorhugFloorhugA defensive mechanic that significantly reduces hitstun by timing a downward press on either stick. Requires precise timing, but it can be important for reversals out of opposing punishes. Here, as can be seen, Etalus floorhugs the attack, indicated by a white arrow moving into the floor.
Of course, the biggest mixup can be simply to forgo the follow-up, going for other moves like Jab or Grab.
- On whiff or shield, Forward Tilt 1 can be cancelled into Hit 2 from frames 21-25.
- On hit, Hit 1 can be cancelled into Forward Tilt 2, Up Tilt, and Down Tilt, from frames 21-30.
Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 4 | 1.0 | 1.5 | 1.5 | N/A | 4 | 4 | 5.200 | 3.57 | True | True | True | SpecifiedAngle |
Push: Pull > AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweet | 10% | 5 | 7-10 | 34 | 45 | N/A | 8.5 + 0.7 | 45 | -29 to -26 | Stun |
Sour | 6% | 5 | 6-10 | 34 | 45 | N/A | 7.0 + 0.55 | 45 | -34 to -30 | Stun |
If AttackDefault Controls
Xbox:
GCN:
KB: is inputted again during endlag, Loxodont will thrust his axe back out, pushing the opponent away.
This is the fastest of the follow-ups, and it's the best at setting up for knockdowns. However, the reward usually ends here.
The second hit will push the opponent far enough such that Loxodont is not punished by a reversal option.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | False | N/A | N/A | False | False | False | 10 | 1.0 | 1.0 | 1.0 | N/A | 10 | 9 | 10.000 | 11.39 | False | True | False | SpecifiedAngle |
Sour | False | N/A | N/A | False | False | False | 6 | 1.0 | 1.0 | 1.0 | N/A | 6 | 5 | 6.800 | 5.82 | False | True | False | SpecifiedAngle |
Up Tilt
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Early | 9% | 8 | 9-11 | 20 | 38 | N/A | 7.0 + 0.75 | 75 | -21 to -19 | Stun |
Mid | 8% | 8 | 12-14 | 20 | 38 | N/A | 6.5 + 0.65 | 75 | -19 to -17 | Stun |
Late | 6% | 8 | 15-17 | 20 | 38 | N/A | 6.0 + 0.55 | 70 | -18 to -16 | Stun |
Loxodont swings upward. This axe arc starts behind Loxodont, ending in front of him.
This is one of Loxodont's anti-airs, and it works great for catching opponents above. It's not as good when dealing with grounded opponents, since the sourspot is much easier to intercept from behind or in front of him. It is one of the few options Loxodont has for catching crossups, however. The sweetspot sends opponents into knockdown quite early, but typically this is much easier to hit when the opponent is above, as the sourspot is not as reliable in terms of juggling with its angle, sometimes sending them behind Loxodont.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | False | N/A | N/A | False | False | False | 9 | 1.0 | 1.0 | 1.0 | N/A | 9 | 8 | 9.200 | 9.86 | True | True | False | SpecifiedAngle |
Mid | False | N/A | N/A | False | False | False | 8 | 1.0 | 1.0 | 1.0 | N/A | 8 | 7 | 8.400 | 8.42 | True | True | False | SpecifiedAngle |
Late | False | N/A | N/A | False | False | False | 6 | 1.0 | 1.0 | 1.0 | N/A | 6 | 5 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Down Tilt
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to
for KB)
will prevent accidental platform drops. + AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweet | 12% | 13 | 14-16 | 20 | 37 | N/A | 5.5 + 0.5 | 285 | -13 to -11 | Stun |
Sour | 12% | 13 | 14-16 | 20 | 37 | N/A | 9.0 + 0.4 | 70 | -13 to -11 | Stun |
- Creates a lava pool.
A defensive mechanic that significantly reduces hitstun by timing a downward press on either stick. Requires precise timing, but it can be important for reversals out of opposing punishes. Here, as can be seen, Etalus floorhugs the attack, indicated by a white arrow moving into the floor.
The shockwave launches up, making it a good launcher and combo starter, especially since it sends opponents into tumble extremely early, forcing a knockdown no matter what. This can lead into a lot of Loxodont's Aerials, Dash Attack, Side Special, as well as setting up a platform tech chase.
The move is Loxodont's fastest way to add a lava pool on the stage and gain charges. While much smaller compared to those generated by his other moves, it's a quick way to build in between stocks as well as in neutral if the opponent chooses to play non-interactively.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | False | N/A | N/A | False | False | False | 10 | 1.0 | 1.0 | 1.0 | N/A | 10 | 10 | 11.600 | 17.64 | True | True | False | SpecifiedAngle |
Sour | False | N/A | N/A | False | False | False | 9 | 1.0 | 1.0 | 1.0 | N/A | 9 | 10 | 11.600 | 17.64 | True | True | False | SpecifiedAngle |
Dash Attack
While Dashing / Running AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Early | 8% | 15 | 16-18 | 22 | 41 | N/A | 6.0 + 0.5 | 65 | -18 to -16 | Stun |
Late | 5% | 15 | 18 | 22 | 41 | N/A | 5.0 + 0.3 | 65 | -18 | Stun |
Lava | 5% | 15 | 17-18 | 22 | 41 | N/A | 3.0 + 0.4 | 45 | -19 to -18 | Stun |
- Performing the move on a lava pool will scoop up some lava for a slight range extension.
A fast dash and scooping swing where Loxodont lurches forward. This move is good for whiff punishing, as well as catching DI out in combos, especially at the ledge, complementing his edgeguarding pressure.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | False | N/A | N/A | False | False | False | 8 | 1.0 | 1.0 | 1.0 | N/A | 8 | 7 | 8.400 | 8.42 | True | True | False | SpecifiedAngle |
Late | False | N/A | N/A | False | False | False | 5 | 1.0 | 1.0 | 1.0 | N/A | 5 | 5 | 6.000 | 4.65 | True | True | False | SpecifiedAngle |
Lava | False | N/A | N/A | False | False | False | 5 | 1.0 | 1.0 | 1.0 | N/A | 5 | 5 | 6.000 | 4.65 | True | True | False | SpecifiedAngle |
Lava:
- This hitbox is only active when Loxodont is over a lava pool.
Strong Attacks
Forward Strong
( Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+ )
StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweet Early | 14% | 20+7 [27]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
28-29 | 34 | 68 | N/A | 6.5 + 0.89 | 45 | -28 to -27 | Stun |
Sour Early | 11% | 20+7 [27]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
28-29 | 34 | 68 | N/A | 6.5 + 0.8 | 45 | -31 to -30 | Stun |
Sweet Late | 16% | 20+7 [27]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
30-33 | 34 | 68 | N/A | 7.0 + 1.185 | 45 | -25 to -22 | Stun |
Sour Late | 13% | 20+7 [27]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
30-33 | 34 | 68 | N/A | 7.0 + 0.95 | 45 | -27 to -24 | Stun |
Loxodont swings his large axe forward. While this is his slowest Strong, this covers a considerable distance in front of Loxodont, as well as able to catch characters slightly behind Loxodont.
This move is without a doubt, massive. It can cover entire platforms, it can ledgetrap, and it can punish bad approaches. This move will also eviscerate shields, dealing a ton of damage.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet Early | False | N/A | N/A | False | False | False | 12 | 1.0 | 1.0 | 1.0 | N/A | 12 | 12 | 13.200 | 18.37 | True | True | False | SpecifiedAngle |
Sour Early | False | N/A | N/A | False | False | False | 10 | 1.0 | 1.0 | 1.0 | N/A | 10 | 9 | 10.800 | 13.00 | True | True | False | SpecifiedAngle |
Sweet Late | False | N/A | N/A | False | False | False | 14 | 1.0 | 1.0 | 1.0 | N/A | 14 | 13 | 14.800 | 22.39 | False | True | False | SpecifiedAngle |
Sour Late | False | N/A | N/A | False | False | False | 12 | 1.0 | 1.0 | 1.0 | N/A | 12 | 11 | 12.400 | 16.49 | False | True | False | SpecifiedAngle |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Multihit | 1% (1-2x) | +10*Lava startup begins on the first active frame of Forward Strong. | N/A / 11 / 11, 18Level 1-3 of charge on Forward Strong. | N/A | N/A | N/A | 4.0 + 0.0 | 110 | N/A | Stun (None) |
Final Sweet | 4% | +10*Lava startup begins on the first active frame of Forward Strong. | 11 / 18 / 25Level 1-3 of charge on Forward Strong. | N/A | N/A | N/A | 7.0 + 1.185 | 45 | N/A | Stun (None) |
Final Sour | 4% | +10*Lava startup begins on the first active frame of Forward Strong. | 11 / 18 / 25Level 1-3 of charge on Forward Strong. | N/A | N/A | N/A | 6.5 + 0.89 | 45 | N/A | Stun (None) |
- Consumes one molten charge.
With molten charges, this move gains additional molten hitboxes, up to a maximum of three molten hitboxes when fully charged. This extra active version can be extra useful during edgeguarding and covering all tech options on platforms, including timing mixups.
Note that lava hitboxes are independent of Loxodont, meaning that they will not be hindered by Loxodont if he and his opponent are in hitpause.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihit | False | N/A | N/A | False | True | False | 4 [11]Opponent hitpause. | 1.0 | 1.0 | 1.0 | N/A | 4 | 2 | 2.000 | 0.00 | True | True | True | SpecifiedAngle |
Final Sweet | False | N/A | N/A | False | True | False | 13 | 1.0 | 1.0 | 1.0 | N/A | 13 | 4 | 5.200 | 1.78 | True | True | False | SpecifiedAngle |
Final Sour | False | N/A | N/A | False | True | False | 13 | 1.0 | 1.0 | 1.0 | N/A | 13 | 4 | 5.200 | 1.78 | True | True | False | SpecifiedAngle |
Up Strong
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweet | 14% | 9+5 [14]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
15-18 | 30 | 50 | N/A | 6.5 + 1.135 | 80 | -23 to -20 | Stun |
Sour | 12% | 9+5 [14]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
15-17 | 30 | 50 | N/A | 6.5 + 1.05 | 80 | -25 to -23 | Stun |
Late | 7% | 9+5 [14]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
18-19 | 30 | 50 | N/A | 5.0 + 0.75 | 135 | -26 to -25 | Stun |
This is his fastest Strong. The axe starts in front of him before covering behind him.
This is Loxodont's go-to finisher in combos. It also sends upwards, which can be more useful against lighter characters. While this move does not reach as far for ledgetrapping, this can cover many options at once on a platform.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | False | N/A | N/A | False | False | False | 14 | 1.0 | 1.0 | 1.0 | N/A | 14 | 12 | 13.200 | 18.37 | True | True | False | SpecifiedAngle |
Sour | False | N/A | N/A | False | False | False | 12 | 1.0 | 1.0 | 1.0 | N/A | 12 | 10 | 11.600 | 14.70 | True | True | False | SpecifiedAngle |
Late | False | N/A | N/A | False | False | False | 7 | 1.0 | 1.0 | 1.0 | N/A | 7 | 6 | 7.600 | 7.08 | False | True | False | SpecifiedAngle |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Multihit | 1% (1-2x) | +10*Lava startup begins on the first active frame of Up Strong. | N/A / 11 / 11, 18Level 1-3 of charge on Up Strong. | N/A | N/A | N/A | 4.0 + 0.0 | 110 | N/A | Stun (None) |
Final Sweet | 4% | +10*Lava startup begins on the first active frame of Up Strong. | 11 / 18 / 25Level 1-3 of charge on Up Strong. | N/A | N/A | N/A | 6.5 + 1.135 | 80 | N/A | Stun (None) |
Final Sour | 4% | +10*Lava startup begins on the first active frame of Up Strong. | 11 / 18 / 25Level 1-3 of charge on Up Strong. | N/A | N/A | N/A | 6.5 + 1.05 | 80 | N/A | Stun (None) |
Final Backward | 4% | +10*Lava startup begins on the first active frame of Up Strong. | 11 / 18 / 25Level 1-3 of charge on Up Strong. | N/A | N/A | N/A | 5.0 + 0.75 | 135 | N/A | Stun (None) |
- Consumes one molten charge.
With molten charges, this move gains additional molten hitboxes, up to a maximum of three molten hitboxes when fully charged. The lava hitboxes on this are actually larger than on Forward Strong, which may be worth considering. This is pretty much a checkmate situation for covering techs on platforms.
Note that lava hitboxes are independent of Loxodont, meaning that they will not be hindered by Loxodont if he and his opponent are in hitpause.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihit | False | N/A | N/A | False | True | False | 4 [11]Opponent hitpause. | 1.0 | 1.0 | 1.0 | N/A | 4 | 2 | 2.000 | 0.00 | True | True | True | SpecifiedAngle |
Final Sweet | False | N/A | N/A | False | True | False | 13 | 1.0 | 1.0 | 1.0 | N/A | 13 | 4 | 5.200 | 1.78 | False | True | False | SpecifiedAngle |
Final Sour | False | N/A | N/A | False | True | False | 13 | 1.0 | 1.0 | 1.0 | N/A | 13 | 4 | 5.200 | 1.78 | False | True | False | SpecifiedAngle |
Final Backward | False | N/A | N/A | False | True | False | 13 | 1.0 | 1.0 | 1.0 | N/A | 13 | 4 | 5.200 | 1.78 | False | True | False | SpecifiedAngle |
Down Strong
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to
for KB)
will prevent accidental platform drops. + StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweet Early | 16% | 10+6 [16]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
17-22 | 32 | 61 | N/A | 7.0 + 1.04 | 75 | -31 to -26 | Stun |
Sour Early | 13% | 10+6 [16]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
17-22 | 32 | 61 | N/A | 5.0 + 0.9 | 45 | -33 to -28 | Stun |
Sweet Late | 12% | 10+6 [16]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
23-28 | 32 | 61 | N/A | 7.0 + 0.75 | 75 | -28 to -23 | Stun |
Sour Late | 10% | 10+6 [16]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
23-28 | 32 | 61 | N/A | 4.0 + 0.65 | 45 | -29 to -24 | Stun |
Loxodont spins his blade below him, hitting in front, behind, and in front again.
This move is much more active than his other Strongs, but it offers much less coverage, seeing as his entire upper body is vulnerable to being attacked. It is also not as strong compared to his other Strongs when at high percents. This move is still important, however, especially because it can cover an entire platform at once if Loxodont is standing on it.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet Early | False | N/A | N/A | False | False | False | 13 | 1.0 | 1.0 | 1.0 | N/A | 13 | 13 | 14.800 | 22.39 | True | True | False | SpecifiedAngle |
Sour Early | False | N/A | N/A | False | False | False | 11 | 1.0 | 1.0 | 1.0 | N/A | 11 | 11 | 12.400 | 16.49 | True | True | False | SpecifiedAngle |
Sweet Late | False | N/A | N/A | False | False | False | 12 | 1.0 | 1.0 | 1.0 | N/A | 12 | 10 | 11.600 | 14.70 | True | True | False | SpecifiedAngle |
Sour Late | False | N/A | N/A | False | False | False | 10 | 1.0 | 1.0 | 1.0 | N/A | 10 | 9 | 10.000 | 11.39 | True | True | False | SpecifiedAngle |
Sweet Early:
- Can rehit after 9 frames.
Sour Early:
- Can rehit after 9 frames.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Multihit (Hit 1) | 1% (1-2x) | +10*Lava startup begins on the first active frame of Down Strong. | 11 / 18 / 25Level 1-3 of charge on Down Strong. | N/A | N/A | N/A | 4.0 + 0.0 | 110 | N/A | Stun (None) |
Final (Hit 1) | 4% | +10*Lava startup begins on the first active frame of Down Strong. | 11 / 18 / 25Level 1-3 of charge on Down Strong. | N/A | N/A | N/A | 7.0 + 1.04 | 75 | N/A | Stun (None) |
Multihit (Hit 2) | 1% (1-2x) | +14*Lava startup begins on the first active frame of Down Strong. | N/A / 15 / 15, 22Level 1-3 of charge on Down Strong. | N/A | N/A | N/A | 4.0 + 0.0 | 110 | N/A | Stun (None) |
Final (Hit 2) | 4% | +14*Lava startup begins on the first active frame of Down Strong. | 15 / 22 / 29Level 1-3 of charge on Down Strong. | N/A | N/A | N/A | 7.0 + 1.04 | 75 | N/A | Stun (None) |
- Consumes one molten charge.
With molten charges, this move gains additional molten hitboxes, up to a maximum of six molten hitboxes when fully charged. This move is unique in that because it hits both in front and back, this actually has double the amount of molten hitboxes, though it is unlikely he will hit all of them on the same opponent as they cover different sides. This version of the move is really powerful at ledge, since it is extremely hard to contest and get off ledge while this move is active, especially as it can catch below ledge. Don't shield the fully charged version of this, since it is most certain that the shield is getting broken.
Note that lava hitboxes are independent of Loxodont, meaning that they will not be hindered by Loxodont if he and his opponent are in hitpause.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihit (Hit 1) | False | N/A | N/A | False | True | False | 4 [11]Opponent hitpause. | 1.0 | 1.0 | 1.0 | N/A | 4 | 2 | 2.000 | 0.00 | True | True | True | SpecifiedAngle |
Final (Hit 1) | False | N/A | N/A | False | True | False | 13 | 1.0 | 1.0 | 1.0 | N/A | 13 | 4 | 5.200 | 1.78 | True | True | False | SpecifiedAngle |
Multihit (Hit 2) | False | N/A | N/A | False | True | False | 4 [11]Opponent hitpause. | 1.0 | 1.0 | 1.0 | N/A | 4 | 2 | 2.000 | 0.00 | True | True | True | SpecifiedAngle |
Final (Hit 2) | False | N/A | N/A | False | True | False | 13 | 1.0 | 1.0 | 1.0 | N/A | 13 | 4 | 5.200 | 1.78 | True | True | False | SpecifiedAngle |
Aerials
Neutral Air
While Airborne AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 4% | 6 | 7-8 | 22 | 43 | 9 | 4.0 + 0.2 | 70 | -6 | Stun |
Hit 2 | 4% | 6 | 13-14 | 22 | 43 | 9 | 7.0 + 0.45 | 60 | -6 | Stun |
Hit 3 | 5% | 6 | 17-20 | 22 | 43 | 9 | 7.0 + 0.55 | 50 | -5 | Stun |
Loxodont spins his axe, hitting in front, behind, and in front of him again.
This move is useful due to its active frames, and it can be used for catching opponents as an air-to-air. This is his fastest aerial, and it is one of the few moves that can cover both sides of Loxodont reliably. While it has less range than his other aerials, making it not as flashy of an out of shield option, it is the most reliable at comboing and is relatively safe on shield.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | False | N/A | N/A | False | False | False | 5 | 1.0 | 1.0 | 1.0 | 0.75 | 5 | 4 | 5.200 | 3.57 | True | True | False | SpecifiedAngle |
Hit 2 | False | N/A | N/A | False | False | False | 5 | 1.0 | 1.0 | 1.0 | 0.75 | 5 | 4 | 5.200 | 3.57 | True | True | False | SpecifiedAngle |
Hit 3 | False | N/A | N/A | False | False | False | 6 | 1.0 | 1.0 | 1.0 | 1.0 | 6 | 5 | 6.000 | 4.65 | True | True | False | SpecifiedAngle |
Forward Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right. +
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweet | 10% | 10 | 11-14 | 24 | 39 | 10 | 4.0 + 0.72 | 40 | -2 | Stun |
Sour | 7% | 10 | 11-14 | 24 | 39 | 10 | 5.5 + 0.4 | 45 | -5 | Stun |
Loxodont swings his axe from below upward, sending the opponent in front and above of him.
This move does not have a lot of knockback, but that makes it reliable as a juggle tool at even high percents. It's possible to chain three or four hits of it as an offstage edgeguard, able to push opponents offstage nicely, but remember that it is really easy to overextend with this move, and it doesn't really put the opponent into knockdown either, meaning that Loxodont often has to do something new when the opponent falls out and puts their shield up.
What this really does is maintain spacing and positioning, useful when done in-place or retreating. It's good at catching bad recoveries directly above ledge, and it can also be nice to cover the area below ledge with a dropzone Forward Air. On select fastfallers, this can hitfallHitfallA universal movement technique for extending combos done by fastfalling during hitpause with an Aerial.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | False | N/A | N/A | False | False | False | 8 | 1.0 | 1.0 | 1.0 | 1.0 | 8 | 9 | 10.000 | 11.39 | True | True | False | SpecifiedAngle |
Sour | False | N/A | N/A | False | False | False | 6 | 1.0 | 1.0 | 1.0 | 1.0 | 6 | 6 | 7.600 | 7.08 | True | True | False | SpecifiedAngle |
Back Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right. +
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweet | 12% | 8 | 9-12 | 26 | 39 | 13 | 4.5 + 1.13 | 50 | -4 | Stun |
Sour | 8% | 8 | 9-12 | 26 | 39 | 13 | 3.0 + 0.9 | 40 | -7 | Stun |
Loxodont turns around and swings his axe behind him, hitting high above.
This is one of Loxodont's most important kill options. It's one of his fastest kill options as well, making it important as both a combo finisher as well as a stray hit when needing to hunt for one. The placement of the hitbox is quite high, meaning that it can be difficult to hit grounded opponents with it, and there also is a sweetspot that Loxodont needs to space for in order to get the maximum mileage.
Back Air is especially useful offstage, able to secure kills against recoveries much earlier than possible. Back Air from ledge as well as ledgedrop Back Air are some of his best edgeguarding tools in general.
The height makes this option okay to counter shield pressure as an out of shield option, but it will lose to many grounded or low aerial approaches on shield, unable to hit the opponent this way.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | False | N/A | N/A | False | False | False | 12 | 1.0 | 1.0 | 1.0 | 1.0 | 12 | 10 | 11.600 | 14.70 | True | True | False | SpecifiedAngle |
Sour | False | N/A | N/A | False | False | False | 8 | 1.0 | 1.0 | 1.0 | 1.0 | 8 | 7 | 8.400 | 8.42 | True | True | False | SpecifiedAngle |
Up Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweet Early | 9% | 9 | 10-11 | 23 | 39 | 12 | 4.2 + 0.92 | 80 | -5 | Stun |
Sweet Late | 8% | 9 | 12-15 | 23 | 39 | 12 | 3.0 + 0.85 | 55 | -6 | Stun |
Sour | 6% | 9 | 10-15 | 23 | 39 | 12 | 4.0 + 0.5 | 50 | -8 | Stun |
Loxodont swings the axe upward, starting from behind him and going across in an arc that ends in front of him, similar to his Up Tilt.
This move serves a similar function to Forward Air, except it sends more up and away. It can be difficult to position this move due to its angle, often sending the opponent far away, and Loxodont can struggle if he does not hit the sweetspot. However, this move can knock upwards onto platforms and set up for his other kill options.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet Early | False | N/A | N/A | False | False | False | 9 | 1.0 | 1.0 | 1.0 | 1.0 | 9 | 8 | 9.200 | 9.86 | True | True | False | SpecifiedAngle |
Sweet Late | False | N/A | N/A | False | False | False | 8 | 1.0 | 1.0 | 1.0 | 1.0 | 8 | 7 | 8.400 | 8.42 | True | True | False | SpecifiedAngle |
Sour | False | N/A | N/A | False | False | False | 6 | 1.0 | 1.0 | 1.0 | 1.0 | 6 | 5 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Down Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
13% | 15 | 16-19 | 20 | 40 | 14 | 6.0 + 0.6 | 270 | -4 | Stun |
Loxodont thrusts his legs downward, brutally sending any characters in the way downward.
This move is a powerful spike, and it can be useful as a way to catch opponents who recover low, although it is very susceptible to wall techs. It's also a really useful way to beat CC/FH on stage, especially as it is a powerful combo starter that can lead to Up Strong quite reliably. Be cautious, however, since this move has high landing lag, making it dangerous to whiff.
Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 10 | 1.0 | 1.0 | 1.0 | 1.0 | 10 | 11 | 12.400 | 16.49 | True | True | False | SpecifiedAngle |
Specials
Neutral Special - Molten Boulder
Meatball: SpecialDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Meatball | 4% | 14+2 [16]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
17+Meatball hurtbox is intangible until frame 23. | N/A | N/A | N/A | 8.0 + 0.35 | 65 | N/A | No Stun (Reflect) |
Tusks | 9% | 14+2 [16]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
21-22 | 23 | 47 | N/A | 8.0 + 0.85 | 65 | -18 to -17 | Stun |
Meatball is a powerful projectile that allows Loxodont to control space and cover zones where he cannot move fast enough. It is a key tool in neutral, useful for catching jumps and edgeguarding.
Depending on how long it is charged (done by holding SpecialDefault Controls
Xbox:
GCN:
KB: ), Meatball will launch at higher speeds. This can also be angled depending on the left stick's direction. This projectile reflects at a hit's knockback angle when it is hit, like a volleyball. Loxodont can hit it by himself as well, creating unique angles. It disappears when it reaches the ground.
The amount of angles he can send at allow him to cover blindspots, with common options like Jab, Forward Tilt, Down Tilt, and Neutral Air. He can also grab this projectile with Side Special, causing it to slam downward before bouncing straight back up. Note, however, that the opponent can hit the Meatball back, causing the projectile to then belong to them instead.
This projectile is at its strongest when the opponent cannot parry it, but Loxodont can often parry it back to gain invincibility as well. As an edgeguard tool, it's important to confirm moves into Meatball, like Forward Air or Back Air.
- Creates a lava pool.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Meatball | False | N/A | N/A | True | True | False | 13 | 1.0 | 1.0 | 1.0 | N/A | 6 | 4 | 5.200 | 3.57 | False | True | False | SpecifiedAngle |
Tusks | False | ReverseMomentum | N/A | False | False | False | 12 | 1.0 | 1.0 | 1.0 | N/A | 12 | 8 | 9.200 | 9.86 | True | True | False | SpecifiedAngle |
While charging, he can angle Meatball in multiple directions, determined by the angle and distance from the center of the left stick. The angle is either up or down, split in an angle at 45 degrees and 225 degrees.
- If done at a minimum distance from the center such that it is registered in the deadzone, a neutral Meatball will be thrown at a high horizontal arc.
- If the angle is more than 45 degreesCounterclockwise direction from up right direction. and less than 225 degreesClockwise direction from bottom left direction., the angle will be thrown straight up. This can be further adjusted by the distance held from the centerIt bases on the coordinate value from 0.0 and 1.0, to be more technical. Any values higher than 1.0 will simply register as 1.0..
- If the angle is less than 45 degreesClockwise direction from up right direction. and more than 225 degreesCounterclockwise direction from bottom left direction., the angle will be thrown at a low horizontal arc. This can be further adjusted by the distance held from the centerIt bases on the coordinate value from 0.0 and 1.0, to be more technical. Any values higher than 1.0 will simply register as 1.0.
Tusks: While Airborne SpecialDefault Controls
Xbox:
GCN:
KB: (Hold OK)
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
9% | 14+2 [16]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
17-22 | 23 | 47 | N/A | 8.0 + 0.85 | 65 | -22 to -17 | Stun |
One of Loxodont's best airborne finishers.
Tusks can be charged for further power, and it is common to confirm Meatball or Down Special with Tusks, and with high hitstun, Loxodont can get kills with enough charge on Tusks. As a standalone tool, it is rather slow, so plan jump angles ahead of time.
If Loxodont charges Tusks and lands on the ground, he will transition to Meatball when SpecialDefault Controls
Xbox:
GCN:
KB: is released.
Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | ReverseMomentum | N/A | False | False | False | 12 | 1.0 | 1.0 | 1.0 | N/A | 12 | 8 | 9.200 | 9.86 | True | True | False | SpecifiedAngle |
Forward Special - Stampede
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Grounded (Grab) | N/A | 16 | 17-37On grab, cancels into "Grounded (Throw)". | 38On whiff. | 76On whiff. | 30On whiff. | N/A | N/A | Stun | |
Aerial (Grab) | N/A | 16 | 17-37On grab, cancels into "Aerial (Throw)". | 10+On whiff. Loxodont enters pratfall after this frame. | 48+On whiff. Loxodont enters pratfall on this frame. | 30On whiff. | N/A | N/A | Stun | |
Grounded (Throw) | 12% | 30Only activates if Loxodont successfully grabs the opponent. | 31 | 16 | 48 | N/A | 8.0 + 0.25 | 270 | N/A | N/A |
Aerial (Throw) | 12% | 30Only activates if Loxodont successfully grabs the opponent. | 31 | 10 | 48 | N/A | 8.0 + 0.25 | 270 | N/A | N/A |
- Creates a lava pool when grounded.
- Sends Loxodont into pratfall, which can be wall jumped out of.
- Always tumbles.
Loxodont will dash forward, leaving a trail of lava, acting as a command grab that launches downwards. The command grab will send downward, causing an instantCharacters will experience one frame of hitstun before entering knockdown. knockdown/tech situation when done grounded at lower percents, turning into a floorbounce at higher percents.
This is a command grab that can set up into automatic tech chases. The aerial version has much less recovery, making it generally preferred over the grounded version. This move has quite a high startup, however, and it can be easily countered with jumping over, outrunning it, or attacking directly. Despite able to grab shielding opponents, due to being a command grab, it also loses to ParryDefault Controls
Xbox:
GCN: /
+
KB: , making the risk of missing it when misspaced especially bad. Curiously, it can also grab opponents on ledge which are normally ungrabbable.
The grounded version will stop just past ledge, allowing for Loxodont to immediately drop down and grab ledge. It's also possible to stay onstage by holding back during travel. The airborne version can lead into spikes offstage, with potential early kills with Down Air or Down Special. Keep in mind, however, that these can be wall teched.
This is also Loxodont's primary tool for getting to the wall to start a wall jump recovery. However, because of its slow speed and lack of protection above, this can be very exploitable. It's best to position carefully when deciding where to use this move.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Grounded (Grab) | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Aerial (Grab) | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Grounded (Throw) | N/A | N/A | True | N/A | N/A | N/A | N/A | N/A | N/A | 1.0 | N/A | N/A | N/A | N/A | N/A | N/A | True | True | N/A |
Aerial (Throw) | N/A | N/A | True | N/A | N/A | N/A | N/A | N/A | N/A | 1.0 | N/A | N/A | N/A | N/A | N/A | N/A | True | True | N/A |
Grounded (Grab):
- When the opponent is grabbed, both Loxodont and the opponent are put into 2 frames of hitpause on contact.
Aerial (Grab):
- When the opponent is grabbed, both Loxodont and the opponent are put into 2 frames of hitpause on contact.
Up Special - Sky Scorcher
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Rising Front | 4% | 23 | 24-32 | N/A | N/A | "Landing" | *12.0 to 8.0 over time. + 0.0 | 85 | N/A | Stun |
Rising Back | 4% | 23 | 24-32 | N/A | N/A | "Landing" | *12.0 to 8.0 over time. + 0.0 | 80 | N/A | Stun |
Falling | 5% | 23 | 47+Loxodont can start grabbing on frame 47. | N/A | N/A | "Landing" | 10.0 + 0.1 | 270 | -2This assumes that Loxodont grabs ledge. | Stun |
Landing | 6% | 0This window starts if Loxodont lands during his Up Special. | 1-4This hitbox appears when Loxodont lands. | 32 | 37 | N/A | 7.0 + 0.5 | 50 | -31 to -28 | Stun |
- Creates a lava pool.
- This move can only be ended by landing or grabbing ledge.
- Loxodont can start grabbing ledge on frame 47, while falling.
Loxodont jumps up wielding his axe, briefly stalls in the air where he vulnerable, and falls back down with his axe. This move is gigantic when active, covering almost all of Loxodont's body and his axe. If he lands, there is an additional landing hitbox that will send characters upward, often preventing them from teching from the downward hit. This move will start grabbing ledge when moving downward. The move has a bit of horizontal drift, but not major.
This tool is his primary tool for getting back to ledge. It's quite linear, but it has a large uncontestable hitbox, making it extremely difficult to challenge with direct hits. Because of the long animation, however, it is very susceptible to getting parried or wall teched, especially when the first hit is shielded and the second hit is parried out of shield. This can be avoided by doing Up Special in the reverse direction, but this loses to any attacks put out by the opponent, making Loxodont have to be careful both about recovery heights as well as which direction to face when recovering.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rising Front | False | ReverseFacing | N/A | False | False | False | 4 | 1.0 | 1.0 | 1.0 | N/A | 4 | 4 | 5.200 | 3.57 | False | True | True | SpecifiedAngle |
Rising Back | False | ReverseFacing | N/A | False | False | False | 4 | 1.0 | 1.0 | 1.0 | N/A | 4 | 4 | 5.200 | 3.57 | False | True | True | SpecifiedAngle |
Falling | False | ReverseFacing | N/A | False | False | False | 5 [6]Opponent hitpause. | 1.0 | 1.0 | 1.0 | N/A | 5 | 5 | 6.000 | 4.65 | True | True | True | SpecifiedAngle |
Landing | False | ReverseFacing | N/A | False | False | True | 8 | 1.0 | 1.0 | 1.0 | N/A | 8 | 5 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Down Special - Eruption
Flub (Zero Charge): Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
Flub (1+ Charges): Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB: +
ShieldDefault Controls
Xbox:
GCN:
KB: *
ParryDefault Controls
Xbox:
GCN: /
+
KB: can be substituted here.
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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2% | 8 | 9-11 | 22 | 34 | N/A | 4.0 + 0.0 | 45 | -23 to -21 | Stun |
Air stall move.
Without any charges, this move is merely a weak puff of smoke, known internally as Flub. It's still quite useful, due to its ability to stall descent as well as turn himself around with B-turnarounds, B-reversing, or wavebouncing. This can also be useful as a weak hit to catch opponents' jumps while recovering. This can also be accessed with ShieldDefault Controls
Xbox:
GCN:
KB: or
ParryDefault Controls
Xbox:
GCN: /
+
KB: while having charges, but it will cost 1 charge to perform.
- With charges, intentionally getting the Flub variant costs 1 molten charge.
- Stalls in the air. Gets successively worse over repeated use.
Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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False | ReverseMomentum | N/A | False | False | False | 3 | 1.0 | 1.0 | 1.0 | N/A | 3 | 2 | 3.600 | 1.67 | True | True | True | SpecifiedAngle |
Level 1, 2, 3: Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 9% | 8 | 9-12 | 15 [0]Standard endlag. [Can immediately cancel into Aerials.] | 28 [13]Standard endlag. [Can immediately cancel into Aerials.] | N/A | 9.0 + 0.25 | 70 | -3 to +0 [+12 to +15] | Stun (None) |
Level 2 | 12% | 8 | 9-12 | 15 [0]Standard endlag. [Can immediately cancel into Aerials.] | 28 [13]Standard endlag. [Can immediately cancel into Aerials.] | N/A | 11.5 + 0.2 | 65 | +0 to +3 [+15 to +18] | Stun (None) |
Level 3 | 15% | 8 | 9-12 | 15 [0]Standard endlag. [Can immediately cancel into Aerials.] | 28 [13]Standard endlag. [Can immediately cancel into Aerials.] | N/A | 14.0 + 0.15 | 60 | +3 to +6 [+18 to +21] | Stun (None) |
The win condition.
When Loxodont has charges, Eruption will consume them all to perform a giant leap and a large explosion behind him, the hitbox dragging the opponent in the direction of Loxodont. The higher the level, the more powerful the attack and jump become. During endlag, not only can Loxodont have completely control over his aerial drift, but he can also cancel into all of his Aerials.
This move is an essential option for Loxodont's punish game. Because he's able to track DI with it, there are a lot of useful finishers he can get off it, including Tusks, Back Air, Forward Air, Down Air, etc.
This is also one of his best recovery options. Uniquely, Level 3 will restore Loxodont's double jump, but Level 1 and Level 2 provide a lot of utility too. It keeps Loxodont's recovery much more ambiguous, meaning that he can simply recover back to stage without having to go low for Up Special or go to ledge with Forward Special. Edgeguarding Loxodont can often center around waiting for him to spend his Eruption.
Because of how strong this tool is, it is imperative for Loxodont to be able to play around building magma throughout the game. If the opponent is not approaching, build up magma.
- Costs all molten charges.
- Note that the charges are articles and not a direct hit from Loxodont.
- Can cancel into any Aerial during endlag.
- Level 3 restores Loxodont's double jump.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Level 1 | False | N/A | N/A | False | True | False | 8 | 1.0 | 1.0 | 1.0 | N/A | 8 | 8 | 9.200 | 9.86 | False | True | True | SpecifiedAngle |
Level 2 | False | N/A | N/A | False | True | False | 9 | 1.0 | 1.0 | 1.0 | N/A | 9 | 10 | 11.600 | 14.70 | False | True | True | SpecifiedAngle |
Level 3 | False | N/A | N/A | False | True | False | 9 | 1.0 | 1.0 | 1.0 | N/A | 9 | 13 | 14.000 | 20.34 | False | True | True | SpecifiedAngle |
Once active, Loxodont can immediately start inputting aerial drift during the move.
- On level 1, Loxodont is set to (16, 20) for his velocity.
- On level 2, Loxodont is set to (18, 28) for his velocity.
- On level 1, Loxodont is set to (20, 36) for his velocity.
Grabs & Throws
Grab
Standing Grab: GrabDefault Controls
Xbox:
GCN:
KB:
Dash Grab: While Dashing / Running GrabDefault Controls
Xbox:
GCN:
KB:
Pivot Grab: During Run TurnaroundState when reversing direction during a Run GrabDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Grab | N/A | 6 | 7-8 | 23 | 32 | N/A | N/A | N/A | N/A | |
Dash Grab | N/A | 9 | 10-11 | 27 | 39 | N/A | N/A | N/A | N/A | |
Pivot Grab | N/A | 9 | 10-11 | 30 | 42 | N/A | N/A | N/A | N/A |
Loxodont has quite a large grab, for good reason. It leads into a lot of reward for Loxodont, with options for mixups, combos, and kill confirms. Grab is also an important defensive option for Loxodont, as his lack of fast out of shield options makes shield grab stand out.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Dash Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Pivot Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Pummel Attack
GrabDefault Controls
Xbox:
GCN:
KB: >
AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
8% | 10 | 11 | 20 | 32 | N/A | 4.0 + 0.0 | 45 | N/A | Stun |
A standard hit, with Loxodont knocking the opponent with his tusk. This can enable Up Throw chaingrabs on fast fallers at low percents.
Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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False | N/A | N/A | False | False | False | 8 | 1.0 | 1.0 | 1.0 | N/A | 8 | 7 | 8.400 | 8.42 | False | False | True | SpecifiedAngle |
Pummel Special
GrabDefault Controls
Xbox:
GCN:
KB: >
SpecialDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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3% (3x) | 10 | 11-13, 14-16, 17-19 | 20 | 40 | N/A | 4.0 + 0.0 | 45 | N/A | Stun |
- Creates a lava pool.
- Gives one molten charge.
This sets up a lava pool and automatically gives a molten charge. It's most usable directly following up into Down Throw, but it also gives him an additional charge that can be useful for potential Eruption combos.
Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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False | N/A | N/A | False | False | False | 3 | 1.0 | 1.0 | 1.0 | N/A | 3 | 3 | 4.400 | 2.57 | False | False | True | SpecifiedAngle |
Forward Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Throw | 2% | 10 | 11 | 27 | 70 | N/A | 8.2 + 0.0 | 85 | N/A | N/A |
Sweet | 8% | 10 | 55-59 | 27 | 87 | N/A | 9.0 + 0.7 | 40 | N/A | Stun |
Sour | 6% | 10 | 55-59 | 27 | 87 | N/A | 9.0 + 0.65 | 45 | N/A | Stun |
- All hits always tumble.
A unique "kill throw" that serves as a DI mixup, able to secure stocks. This throw importantly is split into two parts, a toss into an axe swing.
Both the toss and the axe swing have different DI patterns. DI in on the throw will cause a sourspot hilt hit, and DI out will cause a sweetspot axe hit. Both of these hits can also be DIed. This can complicate what is desirable for survival or combo DI.
This throw's killpower is incredibly DI dependent. While the sweetspot can be a reliable kill throw at high percents, the sourspot often takes much longer to have the chance to kill as a throw. This is an important DI mixup with magma Down Throw.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw | N/A | N/A | True | N/A | N/A | N/A | N/A | N/A | N/A | 1.2 | N/A | N/A | N/A | N/A | N/A | N/A | False | True | N/A |
Sweet | False | N/A | N/A | False | False | True | 16 | 1.0 | 1.0 | 1.0 | N/A | 16 | 7 | 8.400 | 8.42 | False | True | True | SpecifiedAngle |
Sour | False | N/A | N/A | False | False | True | 12 | 1.0 | 1.0 | 1.0 | N/A | 12 | 5 | 6.800 | 5.82 | False | True | True | SpecifiedAngle |
Back Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right.
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
7% | 19 | 20 | 27 | 48 | N/A | 8.0 + 0.55 | 135 | N/A | N/A |
- Always tumbles.
A standard back throw that can consistently set up for edgeguards when used near the ledge. Can also be used to reliably give space for using Meatball.
Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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N/A | N/A | True | N/A | N/A | N/A | N/A | N/A | N/A | 1.0 | N/A | N/A | N/A | N/A | N/A | N/A | True | True | N/A |
Up Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
5% | 13 | 14-15 | 30 | 46 | N/A | 10.0 + 0.4 | 100 | N/A | Stun |
- Always tumbles.
A go-to combo throw. When done below a platform, it can set up a tech chase.
Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | True | 5 | 1.0 | 1.0 | 1.0 | N/A | 5 | 5 | 6.000 | 4.65 | False | True | True | SpecifiedAngle |
Down Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Throw | 5% | 21 | 22 | 23 | 46 | N/A | 8.0 + 0.0 | 270 | N/A | N/A |
Lava Hit | 4% | 21 | 23Only activates when a lava pool is below Loxodont. | 23 | 47 | N/A | 8.0 + 0.375 | 72 | N/A | Stun |
- Both throw and bounce always tumble.
Will put the opponent in an untechable knockdown state. Loxodont's follow up comes from reacting to the opponent's getup option, as an immediate tech chase situation.
Doing Down Throw on a lava pool will instead pop the opponent up, setting up for combos. If the lava pool is inactive, it will instantly become active and grant Loxodont one magma charge. On DI in, it can even combo into Up Strong for a kill confirm at the right percents, forming a DI mixup with Forward Throw.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Throw | N/A | N/A | True | N/A | N/A | N/A | N/A | N/A | N/A | 1.0 | N/A | N/A | N/A | N/A | N/A | N/A | False | True | N/A |
Lava Hit | False | N/A | N/A | False | False | True | 4 | 1.0 | 1.0 | 1.0 | N/A | 4 | 4 | 5.200 | 3.57 | True | True | True | SpecifiedAngle |
Misc. Attacks
Ledge Attack
During Ledgehang AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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6% | 21 | 22-25 | 30Loxodont leaves ledge on frame 5. | 56 | N/A | 8.0 + 0.3 | 45 | -29 to -26 | Stun |
- Intangible between frames 1-25.
- Ledge is no longer occupied starting on frame 31.
Hits high with a large hitbox. The move is generous with its back hit, so it can be used after grabbing ledge to send the opponent back offstage.
Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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False | N/A | N/A | False | False | False | 6 | 1.0 | 1.0 | 1.0 | N/A | 6 | 5 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Ledge Special
During Ledgehang SpecialDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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9% | 30 | 31-42 | 30 | 73 | N/A | 10.0 + 0.3 | 60 | -34 to -23 | Stun |
- Intangible between frames 1-30.
- Ledge is no longer occupied starting on frame 31.
Goes a long distance and places a large lava pool, making it good at catching opponents even when they aren't very close to the ledge. Loses invincibility when the hitbox comes out, making it vulnerable to trading, and has high endlag.
Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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False | N/A | N/A | False | False | False | 9 | 1.0 | 1.0 | 1.0 | N/A | 9 | 8 | 9.200 | 9.86 | False | True | False | SpecifiedAngle |
Getup Attack
During Knockdown AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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6% (2x) | 15 | 16-17, 28-29 | 21 | 51 | N/A | 9.0 + 0.25 | 45 | -18 to -17 | Stun |
- Intangible between frames 1-29.
Loxodont swings on both sides of him. Standard getup attack.
Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 6 | 1.0 | 1.0 | 1.0 | N/A | 6 | 5 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Getup Special
During Knockdown SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Flub | 3% | 20 | 21 | 39 | 61 | N/A | 6.0 + 0.35 | 45 | -37 | Stun |
Explosion | 12% | 20 | 21-25 | 25 | 51 | N/A | 10.0 + 0.4 | 45 | -20 to -16 | Stun |
- Intangible between frames 1-25 with charges, frames 1-20 without charges.
- Consumes one molten charge.
Consumes a molten charge for a blast with a large vertical reach. Uniquely, this Getup Special has Loxodont fully intangible during his active frames, making it have stronger value when coupled with Getup Attack. Makes for a good reversal option, especially when catching far away opponents running into to punish. It also makes it useful for edgeguarding, particularly with the invincibility it has beforehand.
If Loxodont has no charges, this move instead produces a very weak puff of smoke, being vulnerable on the first active frame. Generally useless.
Hit / Hitbox | Auto-FloorhuggableAuto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | B-Reverse CategoryThis determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDI MultiplierAdjusts the strength of opponent's SSDI. | ASDI MultiplierAdjusts the strength of opponent's ASDI. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Flub | False | N/A | N/A | False | False | False | 3 | 1.0 | 1.0 | 1.0 | N/A | 3 | 3 | 4.400 | 2.57 | True | True | False | SpecifiedAngle |
Explosion | False | N/A | N/A | False | False | False | 12 | 1.0 | 1.0 | 1.0 | N/A | 12 | 10 | 11.600 | 14.70 | True | True | False | SpecifiedAngle |
Cosmetics
Default
Giraffe
Common Tier skin unlocked at Character Level 50. Cannot be purchased in the shop.
Default | Red | Blue | Green |
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Unlocked at Character Level 50 | Unlocked at Character Level 50 | Unlocked at Character Level 50 | Unlocked at Character Level 50 |
Abyss
Epic Tier Skin unlocked at Character Level 100. Cannot be purchased in the shop.
Default | Red | Blue | Green |
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Unlocked at Character Level 100 | Unlocked at Character Level 100 | Unlocked at Character Level 100 | Unlocked at Character Level 100 |
Retro
Rare Tier skin exclusive to Kickstarter Backers at the Aetherian Hero tier or higher.
Default | Red | Blue | Green | Black |
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Kickstarter Backer exclusive | Kickstarter Backer exclusive | Kickstarter Backer exclusive | Kickstarter Backer exclusive | Purchasable in the Coin Shop |
Zebra
Common Tier skin available for purchase in the rotating Coin Shop or in the Bucks Shop.
Default | Red | Blue | Green |
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Purchasable in the Coin Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Cow
Common Tier skin available for purchase in the rotating Coin Shop or in the Bucks Shop.
Default | Red | Blue | Green |
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Purchasable in the Coin Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
White Elephant (Holiday)
Common Tier skin available in the Winter Festival Event Pass at Event Level 12.
Default | Red | Blue | Green |
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Winter Festival Event Pass | Winter Festival Event Pass | Winter Festival Event Pass | Winter Festival Event Pass |
Primal (Mammoth)
Rare Tier skin available for purchase in the Bucks Shop.
Default | Red | Blue | Green | Purple |
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Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin | Purchasable in the Coin Shop |
Chef
Epic Tier skin available for purchase in the Bucks Shop or in the Chef Loxodont Bundle. It has custom VFX, SFX, and a custom victory theme.
Default | Red | Blue | Green |
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Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Hockey
Epic Tier skin available for purchase in the Bucks Shop or in the Hockey Bundle. It has custom VFX, SFX, and a custom victory theme.
Dark Future
Epic Tier skin available for purchase in the Bucks Shop or in the Aether Legends Bundle. It has custom VFX, SFX, and a custom victory theme.
Default | Red | Blue | Green | Royal |
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Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin | Purchasable in the Coin Shop |
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To edit frame data, edit values in RoA2/Loxodont/Data. |
Essentials
• How to Play • Controls • System Mechanics •
• Stages • HUD • Training Mode • Glossary •
Detailed & Advanced Information
• Universal Strategy • Frame Data Explanation • Esoterica •
• Gameplay Recording • Ranked Mode • Character Stats •
Archived Information
• FAQ • Patch Notes • Discords •
Customization
• In-Game Store • Icons • Emotes • Character Progression •