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Character Attributes
DACUS Speed Multiplier
This determines how much of a character's speed is maintained when performing a Up Strong out of Dash Attack (DACUS). The velocity maintained during Dash Attack is multiplied with this variable to produce the horizontal velocity the character moves at during their Up Strong.
Character | Multiplier |
---|---|
![]() |
0.7 |
![]() |
1 |
![]() |
0.9 |
![]() |
0.75 |
![]() |
1 |
![]() |
0.7 |
![]() |
1.5 |
![]() |
1 |
![]() |
0.9 |
![]() |
150.0 |
![]() |
1.2 |
Weight
Weight determines the initial knockback velocity of a character as well as the amount of hitstun a character will endure. Heavier characters will be launched less far at the same percents.
Character | Weight |
---|---|
![]() |
87 |
![]() |
106 |
![]() |
85 |
![]() |
95 |
![]() |
108 |
![]() |
110 |
![]() |
82 |
![]() |
100 |
![]() |
90 |
![]() |
71 |
![]() |
95 |
Etalus has a Ice Armor Weight value of 150.
Ground Friction
Ground friction determines how a character decelerates while grounded. This does not apply to characters when in shield (~0.6) or tech/getup rolls (~0.5), but it does apply for characters when getting up from ledge as well as characters receiving shield pushback, whether it be attacker or defender. If a character has a ground friction of 0.1 and is moving with a speed of 1, and no additional velocity input is made, their speed on the next frame will be 0.9. If the velocity of a character is above 9.0, it will decelerate by double the amount of ground friction.
Character | Friction (cm/f^2) |
---|---|
![]() |
0.85 |
![]() |
0.43 |
![]() |
0.84 |
![]() |
0.54 |
![]() |
0.71 |
![]() |
0.54 |
![]() |
1.0 |
![]() |
0.44 |
![]() |
0.8 |
![]() |
0.875 |
![]() |
0.6 |
Etalus has a Ice Ground Friction value of 0.15.
Air Friction
Air friction determines how a character decelerates horizontally while airborne.
![]() |
0.06 |
![]() |
0.13 |
![]() |
0.21 |
![]() |
0.13 |
![]() |
0.11 |
![]() |
0.05 |
![]() |
0.17 |
![]() |
0.2 |
![]() |
0.18 |
![]() |
0.28 |
![]() |
0.11 |
Dash Frames
This is the amount of frames that a character spends in their dash.
Character | Duration (f) |
---|---|
![]() |
16 |
![]() |
14 |
![]() |
11 |
![]() |
16 |
![]() |
12 |
![]() |
12 |
![]() |
10 |
![]() |
12 |
![]() |
8 |
![]() |
16 |
![]() |
14 |
Dash Speed
This is the initial speed that a character has when starting a dash. If the dash is held forward to maintain a run, characters will linearly accelerate or decelerate over the course of their dash to match their run speed.
Character | Speed (cm/f) |
---|---|
![]() |
21.25 |
![]() |
14.2 |
![]() |
17.0 |
![]() |
20.0 |
![]() |
16.3 |
![]() |
15.0 |
![]() |
22 |
![]() |
19.8 |
![]() |
21.25 |
![]() |
18.0 |
![]() |
20.0 |
Wrastor has a Slipstream Dash Speed value of 18.
Dash Acceleration
This determines how fast you accelerate during your dash when holding left or right during your dash. In practice, this variable matters the most during moonwalks.
Character | Acceleration (cm/f^2) |
---|---|
![]() |
3.4 |
![]() |
3.68 |
![]() |
3.0 |
![]() |
5.0 |
![]() |
4.5 |
![]() |
4.0 |
![]() |
3.2 |
![]() |
4.24 |
![]() |
5.0 |
![]() |
2.7 |
![]() |
5.0 |
Maximum Run Speed
This determines the maximum run speed that a character can have. If this is higher than dash speed, then the character will go all the way up to this speed during their dash.
Character | Speed (cm/f) |
---|---|
![]() |
20.1 |
![]() |
14.2 |
![]() |
17.0 |
![]() |
17.0 |
![]() |
16.3 |
![]() |
15.0 |
![]() |
25.5 |
![]() |
19.8 |
![]() |
21.25 |
![]() |
17.6 |
![]() |
18.0 |
Wrastor has a Slipstream Max Run Speed value of 22.6.
Run Turnaround Acceleration
This determines how fast a character accelerates when in run turnaround.
Character | Acceleration (cm/f^2) |
---|---|
![]() |
2.83 |
![]() |
0.7 |
![]() |
1.94 |
![]() |
4.0 |
![]() |
1.42 |
![]() |
1.5 |
![]() |
3.0 |
![]() |
4.24 |
![]() |
5.0 |
![]() |
4.3 |
![]() |
4.0 |
Wrastor has a Slipstream Run Turn Acceleration value of 6.4.
Run Turnaround Duration
This is how many frames run turnaround lasts.
Character | Duration (f) |
---|---|
![]() |
22 |
![]() |
28 |
![]() |
16 |
![]() |
22 |
![]() |
21 |
![]() |
21 |
![]() |
22 |
![]() |
21 |
![]() |
18 |
![]() |
16 |
![]() |
20 |
Wrastor has a Slipstream Run Turn Frames value of 12.
Maximum Walk Acceleration
This is the fastest a character can accelerate during their walk.
Character | Acceleration (cm/f^2) |
---|---|
![]() |
0.7 |
![]() |
0.56 |
![]() |
0.5 |
![]() |
0.56 |
![]() |
0.7 |
![]() |
0.7 |
![]() |
1.42 |
![]() |
0.56 |
![]() |
0.56 |
![]() |
0.56 |
![]() |
0.56 |
Maximum Walk Speed
This is the fastest walk speed a character can have.
Character | Speed (cm/f) |
---|---|
![]() |
12.05 |
![]() |
9.5 |
![]() |
10.6 |
![]() |
9.2 |
![]() |
8.5 |
![]() |
10.0 |
![]() |
12.75 |
![]() |
13.5 |
![]() |
11.0 |
![]() |
8.5 |
![]() |
9.0 |
Gravity
This determines how fast a character accelerates vertically in the air. The higher it is, the faster they reach the apex of their height from a jump, and the less time they take to reach their regular fall speed.
To highlight an example:
- Since Zetterburn has a gravity of 1.4, if he walks off the edge of a stage, his velocity will be 1.4 cm/f, 2.8 cm/f, 4.2 cm/f...
- If Zetterburn short hops, his initial short hop velocity will be 17.6 cm/f, but because of gravity, on the next frames, his velocity will be 16.2 cm/f, 14.8 cm/f, 13.4 cm/f...
Character | Gravity (cm/f^2) |
---|---|
![]() |
1.3 |
![]() |
1.56 |
![]() |
0.94 |
![]() |
1.35 |
![]() |
1.7 |
![]() |
1.06 |
![]() |
1.55 |
![]() |
1.33 |
![]() |
1.28 |
![]() |
0.85 |
![]() |
1.4 |
Etalus has a Ice Armor Gravity value of 1.84.
Hitstun Gravity
This determines how fast a character accelerates vertically in the air while in hitstun. The higher the gravity of a character, the quicker they will reach the apex of their knockback as well as reach maximum fall speed while in hitstun. Characters with high hitstun gravity are often susceptible to fastfaller combos, whereas those with low hitstun gravity are susceptible to floaty combos.
If a character is given knockback, the character's personal vertical acceleration will be reached by the maximum amount of hitstun gravity by the amount of frames displayed. It is currently unknown what determines the amount of frames that hitstun gravity's growth is spread out over.
To highlight an example:
- Since
Fleet has a frame count of 4, on the first frame of hitstun post-hitpause, she would have a vertical acceleration of -0.3, followed by -0.6, -0.9, and then -1.2.
- Since
Kragg has a frame count of 7, on the first frame of hitstun post-hitpause, he would have a vertical acceleration of -0.221, followed by -0.442, -0.663, and so on until he reaches 1.55.
The knockback decay itself is incremented by a constant acceleration of -0.54 cm/f^2 in the same direction that the character is being launched toward. This means that if the knockback velocity is currently (22.167,22.167), the next frame will have a knockback velocity of (21.786,21.786).
To summarise:
- A character's personal horizontal velocity is unaffected during hitstun, while their personal vertical velocity will increase as the character's hitstun gravity eventually reaches its full amount gradually.
- A character's knockback velocity will be decreased by 0.54 cm/f every frame, which is then spread across both horizontal and vertical components.
Character | Hitstun Gravity (cm/f^2) |
---|---|
![]() |
1.3 |
![]() |
1.5 |
![]() |
1.2 |
![]() |
1.35 |
![]() |
1.55 |
![]() |
1.25 |
![]() |
1.55 |
![]() |
1.33 |
![]() |
1.32 |
![]() |
1.1 |
![]() |
1.4 |
Maximum Fall Speed
This is the maximum fall speed of a character. Once a character reaches this speed, they will no longer accelerate and remain at this velocity, with the exception of fastfalling.
Character | Speed (cm/f) |
---|---|
![]() |
28.35 |
![]() |
27.6 |
![]() |
20.6 |
![]() |
27.0 |
![]() |
28.8 |
![]() |
21.0 |
![]() |
28.3 |
![]() |
25.0 |
![]() |
22.72 |
![]() |
22.6 |
![]() |
28.0 |
Etalus has a Ice Armor Max Fall Speed value of 32.5.
Fastfall Speed
This is the fastfall speed of a character, which can be immediately reached by inputting a fastfall.
Character | Speed (cm/f) |
---|---|
![]() |
32.3 |
![]() |
37.0 |
![]() |
24.0 |
![]() |
34.0 |
![]() |
37.2 |
![]() |
28.0 |
![]() |
36.25 |
![]() |
28.9 |
![]() |
32.0 |
![]() |
28.0 |
![]() |
34.0 |
Air Acceleration
This is the horizontal air acceleration of a character, most important for impacting how fast a character reaches their maximum horizontal air speed from aerial drift.
Character | Acceleration (cm/f^2) |
---|---|
![]() |
1.0 |
![]() |
0.85 |
![]() |
0.9 |
![]() |
0.72 |
![]() |
0.85 |
![]() |
0.53 |
![]() |
0.8 |
![]() |
0.71 |
![]() |
0.64 |
![]() |
0.9 |
![]() |
0.9 |
Wrastor has a Slipstream Air Acceleration value of 1.3.
Horizontal Air Speed
This is the maximum horizontal air speed of a character from aerial drift. If a character has higher horizontal air speed than this (due to grounded velocity carrying over), they will gradually decelerate until reaching this speed. This speed is immediately reached if a character leaves the edge of a grounded surface, though it can be avoided with techniques like needleboosting or other techniques for leaving an edge with a Special move.
Character | Speed (cm/f) |
---|---|
![]() |
11.35 |
![]() |
11.33 |
![]() |
11.2 |
![]() |
11.3 |
![]() |
11.33 |
![]() |
10.0 |
![]() |
17.0 |
![]() |
12.0 |
![]() |
8.54 |
![]() |
13.2 |
![]() |
13.0 |
Wrastor has a Slipstream Max Air Horizontal Speed value of 17.
Maximum Horizontal Jump Speed
This is what determines the analog jump speed of a character. If you hold a direction on the last frame of jumpsquat, they will be given this horizontal jump speed.
- If their velocity post-jump is less than half their horizontal jump speed, they will add half their horizontal jump speed if they analog jump forward or backward.
- Otherwise, their velocity post-jump will be the maximum jump speed if analog jumping forward, set to half the maximum jump speed if no analog jump, and set to zero jump speed if analog jumping backward.
Character | Speed (cm/f) |
---|---|
![]() |
14.0 |
![]() |
15.5 |
![]() |
12.5 |
![]() |
12.5 |
![]() |
15.0 |
![]() |
10.0 |
![]() |
18.0 |
![]() |
19.8 |
![]() |
8.5 |
![]() |
13.6 |
![]() |
17.0 |
Wrastor has a Slipstream Max Horizontal Jump Speed value of 16.
Fullhop Speed
This is the character's initial vertical speed when performing a fullhop.
This is also what determines the vertical speed of your ledgejump. The first frame of ledgejump, however, is fullhop speed plus gravity.
Character | Speed (cm/f) |
---|---|
![]() |
31.8 |
![]() |
32.0 |
![]() |
24.0 |
![]() |
30.9 |
![]() |
34.0 |
![]() |
27.0 |
![]() |
32.5 |
![]() |
29.4 |
![]() |
31.15 |
![]() |
21.55 |
![]() |
31.0 |
Etalus has a Ice Armor Full Hop Speed value of 35.
Shorthop Speed
This is the character's initial vertical speed when performing a shorthop.
Character | Speed (cm/f) |
---|---|
![]() |
20.0 |
![]() |
22.5 |
![]() |
15.15 |
![]() |
17.0 |
![]() |
20.96 |
![]() |
14.8 |
![]() |
21.5 |
![]() |
17.0 |
![]() |
22.0 |
![]() |
13.3 |
![]() |
19.0 |
Etalus has a Ice Armor Short Hop Speed value of 25.
Double Jump Speed
This is the character's initial speed when performing a double jump. The first frame of double jump will have a vertical velocity that combines the double jump vertical speed and gravity.
Double jumps fully reset your horizontal velocity. This value is analog, meaning that if you hold your joystick partially, you will get a part of this speed correspondingly.
Character | Vertical (cm/f) | Horizontal (cm/f) |
---|---|---|
![]() |
29.35 | 14.0 |
![]() |
31.0 | 12.0 |
![]() |
23.1 | 12.5 |
![]() |
27.85 | 15.0 |
![]() |
34.0 | 13.5 |
![]() |
24.4 | 10.0 |
![]() |
32.5 | 6.4 |
![]() |
32.6 | 13.8 |
![]() |
32.6 | 10.66 |
![]() |
22.7 | 10.0 |
![]() |
28.0 | 15.0 |
Etalus has a Ice Armor Double Jump Speed value of 33.
This does not affect his horizontal jump speed.
Air Dodge Speed
This is the character's initial speed when inputting an air dodge. This is the speed a character has on the first frame of air dodge.
Character | Speed (cm/f) |
---|---|
![]() |
25.0 |
![]() |
21.25 |
![]() |
25.0 |
![]() |
25.0 |
![]() |
25.0 |
![]() |
22.5 |
![]() |
27.0 |
![]() |
25.0 |
![]() |
26.0 |
![]() |
23.0 |
![]() |
25.0 |
Wrastor has a Slipstream Air Dodge Speed value of 26.8.
Air Dodge Friction
This determines how quickly a character decelerates from their initial air dodge burst. This does not affect wavelands and wavedashes, which instead use ground friction.
Character | Friction (cm/f^2) |
---|---|
![]() |
1.4 |
![]() |
1.1 |
![]() |
1.4 |
![]() |
1.4 |
![]() |
1.4 |
![]() |
1.4 |
![]() |
1.5 |
![]() |
1.1 |
![]() |
1.5 |
![]() |
1.4 |
![]() |
1.4 |
Roll Speed
This determines the initial velocity when performing a roll. Characters use their shield friction value for calculating acceleration, decreasing by 0.6 every frame.
Character | Speed (cm/f) |
---|---|
![]() |
28.0 |
![]() |
28.0 |
![]() |
28.0 |
![]() |
28.0 |
![]() |
30.0 |
![]() |
32.0 |
![]() |
26.5 |
![]() |
28.0 |
![]() |
28.6 |
![]() |
29.0 |
![]() |
28.0 |
Shield Size Multiplier
This determines the actual size of a character's shield relative to the standard shield.
Character | Multiplier |
---|---|
![]() |
1.0 |
![]() |
1.4 |
![]() |
1.0 |
![]() |
0.9 |
![]() |
1.1 |
![]() |
1.1111 |
![]() |
1.0 |
![]() |
1.0 |
![]() |
1.0 |
![]() |
1.0 |
![]() |
0.93 |
Ledgestand Speed
This determines the initial speed of a character when standing from ledge.
Character | Speed (cm/f) |
---|---|
![]() |
13.0 |
![]() |
10.0 |
![]() |
16.0 |
![]() |
16.0 |
![]() |
16.0 |
![]() |
14.0 |
![]() |
16.0 |
![]() |
10.0 |
![]() |
16.0 |
![]() |
18.0 |
![]() |
16.0 |
Ledge Roll Speed
This determines the initial speed of a character when rolling from ledge.
Character | Speed (cm/f) |
---|---|
![]() |
32.0 |
![]() |
26.0 |
![]() |
32.0 |
![]() |
32.0 |
![]() |
32.0 |
![]() |
27.0 |
![]() |
32.0 |
![]() |
24.0 |
![]() |
32.0 |
![]() |
35.0 |
![]() |
32.0 |
Ledgejump Horizontal Speed
This determines the horizontal speed of a character performing their ledgejump.
The exact speed changes depending on what direction is held on the left stick on frame 15 of ledgejump.
- If they hold directly toward stage (
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
Assumes the character is facing left.), they will receive the full maximum horizontal speed.
- If they hold no direction, they will receive half of the maximum horizontal speed.
- If they hold directly away from stage (
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
Assumes the character is facing left.), they will receive no horizontal speed whatsoever.
Character | Speed (cm/f) |
---|---|
![]() |
11.0 |
![]() |
11.0 |
![]() |
11.0 |
![]() |
11.0 |
![]() |
11.0 |
![]() |
11.0 |
![]() |
11.0 |
![]() |
11.0 |
![]() |
11.0 |
![]() |
9.0 |
![]() |
11.0 |
Getup Roll Speed
This determines the initial speed of a character when performing a getup roll on frame 7.
Character | Speed (cm/f) |
---|---|
![]() |
28.0 |
![]() |
27.0 |
![]() |
28.0 |
![]() |
28.0 |
![]() |
30.0 |
![]() |
30.0 |
![]() |
26.5 |
![]() |
28.0 |
![]() |
27.0 |
![]() |
28.6 |
![]() |
28.0 |
Tech Roll Speed
This determines the initial speed of a character when performing a tech roll on frame 7.
Character | Speed (cm/f) |
---|---|
![]() |
30.0 |
![]() |
29.0 |
![]() |
30.0 |
![]() |
30.0 |
![]() |
31.5 |
![]() |
32.0 |
![]() |
28.0 |
![]() |
30.5 |
![]() |
28.6 |
![]() |
30.5 |
![]() |
30.0 |
Wall Jump Speed
This determines the initial speed of a character when performing a wall jump. This cannot be adjusted through analog input.
Character | Horizontal Speed (cm/f) | Vertical Speed (cm/f) |
---|---|---|
![]() |
14.2 | 25.5 |
![]() |
19.8 | 25.66 |
![]() |
12.0 | 20.0 |
![]() |
13.2 | 30.2 |
![]() |
14.5 | 30.0 |
![]() |
13.0 | 23.5 |
![]() |
11.35 | 32.5 |
![]() |
14.5 | 28.7 |
![]() |
16.0 | 30.0 |
![]() |
17.0 | 19.85 |
![]() |
13.2 | 30.2 |
Unique Character Attributes
Fleet has a Slow Fall Speed value of 2.
Ranno has a Superjump Speed value of 40.
Orcane has a Run Turnaround Speed Boost value of 10.
Essentials
• How to Play • Controls • System Mechanics •
• Stages • HUD • Training Mode •
Detailed & Advanced Information
• Universal Strategy • Frame Data Explanation • Esoterica •
• Gameplay Recording • Character Stats •
Archived Information
• FAQ • Patch Notes • Discords •
Customization
• In-Game Store • Icons • Emotes • Character Progression •