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Overview

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
Full Hop: 27.0
Double Jump: 24.4

Overview
Loxodont is big. Whether it comes to his size, his weight, his attacks, it's all characterized by one thing: big. Loxodont might have slow movement speed, but he makes up for it by having one of the biggest threat ranges in the game, with absurd disjointed hitboxes, a command grab that forces the opponent to guess, and powerful uncontestable moves that can often cover multiple options at once.

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.

Summary
Loxodont is a mighty despot wielding a huge greataxe and molten lava to cull all insurrections before they can even begin.
Pros Cons
  • Absurd Range: It’s like he has a lance instead of an axe. The entire platform is his domain.
  • Punish Game: Loxodont hits so hard and forces earlier escapes than normal, because after a certain point, the reads end when he can cover every option.
  • Tech Chase: Loxodont loves to tech chase and cover knockdowns, especially with Side Special and Down Throw.
  • Stage Control: His axe and his meatball make it tough to run away from him.
  • Edgeguarding: Loxodont can carry off and maintain ledge quite well against others.
  • Weight: He takes longer to knock down and kill because of this. This also means he gets great CC reversal options.
  • Slow Movement: He is not going to run in and win, and he’s reliant on a hasty approach from the opponent.
  • Poor Frame Data: His Jab is slower than his Grab, seriously. That’s the level of slow his moves are.
  • Big: It’s pretty easy to get a hit on him and combo. His gravity actually makes him die earlier too, despite being a heavyweight.
  • Out of Shield: He’s got a big Back Air and a big Grab, but these aren’t reliable.
  • Shield Pressure: He's great at conditioning opponents to shield, but all he can do is Grab or Side Special at it.
  • Linear Recovery: He can get edgeguarded very hard without Eruption available.
Lava Pools
Lava pools are an important resource for Loxodont to get access to molten charges. The following moves place lava pools:
  • 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.

Molten Charges
Molten charges are the equivalent of Loxodont's meter, allowing him to have powerful options in his gameplay. He maxes out at three charges, and this is indicated by Loxodont's visual appearance. With charges, he can do the following:
  • 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.
Meatballs
Meatball (officially called "molten boulder") is a powerful projectile that Loxodont can send out. Meatballs deal strong knockback and can be charged for increase knockback and damage. Upon being hit, meatballs will be reflected, and meatballs can be additionally attacked by their owner. This allows for Loxodont to juggle and send it at various angles for complex approaches. In addition, they can also be grabbed by Loxodont's Forward Special, hurling them downward. Meatballs will also bounce on the floor if they make contact.


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 floorhugFloorhug
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.
See in Glossary
as well.

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.
This move has two hitboxes, Loxodont's leg and the extended shockwave. The stomp notably sends straight down, making it especially useful as a spike for ledgetrapping. On stage, however, it should not be dismissed, as it can give Loxodont an excellent way of beating floorhugFloorhug
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.
See in Glossary
, especially since the spacing will always lead to a guaranteed Grab.

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 hitfallHitfall
A universal movement technique for extending combos done by fastfalling during hitpause with an Aerial.
See in Glossary
into Grab.


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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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

Default Red Blue Green Mint Purple Black Spooky Cool Blue Abyssal
Loxodont's Default Palette Loxodont's Red Team Palette Swap Loxodont's Blue Team Palette Swap Loxodont's Green Team Palette Swap Loxodont's Mint Palette Swap Loxodont's Purple Palette Swap Loxodont's Black Palette Swap Loxodont's Orange Palette Swap Loxodont's Cool Blue Palette Swap Loxodont's Abyssal Palette Swap
Unlocked by Default Unlocked by Default Unlocked by Default Unlocked by Default Unlocked at Character Level 45 Twitch Drop Campaign Purchasable in the Coin Shop Purchasable in the Coin Shop Purchasable in the Coin Shop Arcade Abyssal Medal Reward

Giraffe

Common Tier skin unlocked at Character Level 50. Cannot be purchased in the shop.

Default Red Blue Green
Loxodont's Default Giraffe Palette Loxodont's Red Team Giraffe Palette Swap Loxodont's Blue Team Giraffe Palette Swap Loxodont's Green Team Giraffe Palette Swap
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
Loxodont's Default Abyss Palette Loxodont's Red Team Abyss Palette Swap Loxodont's Blue Team Abyss Palette Swap Loxodont's Green Team Abyss Palette Swap
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
Loxodont's Default Retro Palette Loxodont's Red Team Retro Palette Swap Loxodont's Blue Team Retro Palette Swap Loxodont's Green Team Retro Palette Swap Loxodont's Black Palette Retro Swap
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
Loxodont's Default Zebra Palette Loxodont's Red Team Zebra Palette Swap Loxodont's Blue Team Zebra Palette Swap Loxodont's Green Team Zebra Palette Swap
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
Loxodont's Default Cow Palette Loxodont's Red Team Cow Palette Swap Loxodont's Blue Team Cow Palette Swap Loxodont's Green Team Cow Palette Swap
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
Loxodont's Default Holiday Palette Loxodont's Red Team Holiday Palette Swap Loxodont's Blue Team Holiday Palette Swap Loxodont's Green Team Holiday Palette Swap
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
Loxodont's Default Mammoth Palette Loxodont's Red Team Mammoth Palette Swap Loxodont's Blue Team Mammoth Palette Swap Loxodont's Green Team Mammoth Palette Swap Loxodont's Purple Mammoth Palette Swap
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
Loxodont's Default Chef Palette Loxodont's Red Team Chef Palette Swap Loxodont's Blue Team Chef Palette Swap Loxodont's Green Team Chef Palette Swap
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.

Default Red Blue Green Orange Battle of BC Valhalla
Loxodont's Default Hockey Palette Loxodont's Red Team Hockey Palette Swap Loxodont's Blue Team Hockey Palette Swap Loxodont's Green Team Hockey Palette Swap Loxodont's Orange Hockey Palette Swap Loxodont's Battle of BC Hockey Palette Swap Loxodont's Valhalla Hockey Palette Swap
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 Purchased from Battle of BC 7 online store Purchased from Valhalla V attendee store

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
Loxodont's Default Dark Future Palette Loxodont's Red Team Dark Future Palette Swap Loxodont's Blue Team Dark Future Palette Swap Loxodont's Green Team Dark Future Palette Swap Loxodont's Yellow Dark Future Palette Swap
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

Navigation

To edit frame data, edit values in RoA2/Loxodont/Data.















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Detailed & Advanced Information
Universal StrategyFrame Data ExplanationEsoterica
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