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RoA2/Etalus: Difference between revisions

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{{grab|Back Throw}}: Added that the move turns him around
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|unique_mechanic3 =
|unique_mechanic3 =
Freeze is triggered under the following conditions:
Freeze is triggered under the following conditions:

* An opponent is grounded on ice and is hit by {{special|Down Special}}'s shockwave.
* An opponent is grounded on ice and is hit by {{special|Down Special}}'s shockwave.
* An opponent is grounded and is hit by {{special|Down Special}}'s splash hit.
* An opponent is grounded and is hit by {{special|Down Special}}'s splash hit.
* An opponent is grounded and is hit by an ice halo ({{grab|Pummel}} {{special|Special}}).
* An opponent is grounded and is hit by an ice halo, his {{grab|Pummel}} {{special|Special}}.


Frozen opponents are inactionable for 94 frames when frozen, after which they will automatically tech after. While frozen opponents can be damaged by attacks, they will receive no knockback and remain frozen in place. Opponents additionally cannot be grabbed.
Frozen opponents are inactionable for 94 frames when frozen, after which they will automatically tech after. While frozen opponents can be damaged by attacks, they will receive no knockback and remain frozen in place. Opponents additionally cannot be grabbed.
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* Etalus begins to descend during the launch of {{special|Up Special}}, or he acts out of {{special|Up Special}}.
* Etalus begins to descend during the launch of {{special|Up Special}}, or he acts out of {{special|Up Special}}.
* Etalus is hit before the last frame of his pre-charge startup of his {{strong|Strongs}}, {{strong|Up Special}}, and {{clr|other|Getup}} {{special|Special}}.
* Etalus is hit before the last frame of his pre-charge startup of his {{strong|Strongs}}, {{strong|Up Special}}, and {{clr|other|Getup}} {{special|Special}}.
* Etalus is grabbed during his {{strong|Strongs}}, {{strong|Up Special}}, and {{clr|other|Getup}} {{special|Special}}.
* Etalus is parried.
* Etalus is parried.


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A giant chomp forward. Etalus moves forward a lot with this move, having good horizontal coverage.
A giant chomp forward. Etalus moves forward a lot with this move, having good horizontal coverage.


This move is a great tech chase finisher, since the range can cover both tech in place and tech away on most characters. The first hit can be sometimes inconsistent and cause opponents to fall out, but because it cannot be SDIed, it means that it is not possible to {{Term|ROA2|floorhug}} it. With armor, this can also be a solid option for
This move is a great tech chase finisher, since the range can cover both tech in place and tech away on most characters. The first hit can be sometimes inconsistent and cause opponents to fall out, but because it cannot be SDIed, it means that it is not possible to {{Term|ROA2|floorhug}} it. With armor, this can also be a solid option for covering ledge using ice shards.
}}
}}


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* If Etalus {{Term|ROA2|hitfall|hitfalls}} it, he will hitfall it like all other {{aerial|Aerials}}, typically causing the next hit to whiff, but for Etalus to either be below the opponent or land before the opponent.
* If Etalus {{Term|ROA2|hitfall|hitfalls}} it, he will hitfall it like all other {{aerial|Aerials}}, typically causing the next hit to whiff, but for Etalus to either be below the opponent or land before the opponent.


{{aerial|Down Air 1 & 2}} are weak hits that can be floorhugged at all percents. Without floorhug, they juggle upward and turn the opponent airborne.
This has direct implications for one of the most important situations for landing this move, on {{Term|ROA2|floorhug}}.
* {{aerial|Down Air 1 & 2}} can be easily floorhugged. Without floorhug, they juggle upward and turn the opponent airborne.
* {{aerial|Down Air 3}} is a spike that will flinch or bounce grounded opponents, but on airborne opponents...
** If it is at low percents and doesn't tumble, it is {{Term|ROA2|minus}} on airborne opponents who simply land with brief landing hitstun.
** If it is at high percents and does tumble, it causes a knockdown.
This means that the correct situation needs to be identified, making the situation a 50/50.


{{aerial|Down Air 3}} is a spike that will flinch or bounce grounded opponents, and on airborne opponents, it inflicts high landing hitstun or a knockdown when they land. However, it's possible to just forgo this and instead hitfall {{aerial|Down Air 2}} and {{grab|Grab}} the opponent instead as a mixup.
{{{!}} class="wikitable"
{{!}}+ Early Hitfall {{aerial|Down Air 2}}?
{{!}}-
! Decision !! Hitfall {{aerial|Down Air 2}} !! Hitfall {{aerial|Down Air 3}}
{{!}}-
{{!}} Floorhug {{!}}{{!}}Always Minus {{!}}{{!}} Plus
{{!}}-
{{!}} No Floorhug {{!}}{{!}} Always Plus {{!}}{{!}} Minus
{{!}}}


Because opponents will often shield defensively to avoid any following hits, it is best to {{grab|Grab}} after hitfalling when plus to guarantee a punish. Understanding this mix makes {{aerial|Down Air}} have much more flexible usage, with its fall mechanics almost functioning like a pseudo-cancel into hitfall {{grab|Grab}}.
Because opponents will often shield defensively to avoid any following hits, it is best to {{grab|Grab}} after hitfalling when plus to guarantee a punish. Understanding this mix makes {{aerial|Down Air}} have much more flexible usage, with its fall mechanics almost functioning like a pseudo-cancel into hitfall {{grab|Grab}}.
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Of course, it's irrelevant whether this move is floorhugged if the opponent is offstage. This is a great move against opponents recovering, especially since it is difficult to wall tech due to the multiple windows of hitpause. Its ability to stall in the air makes it safe to throw out offstage, sometimes able to loop twice into itself for a KO.
Of course, it's irrelevant whether this move is floorhugged if the opponent is offstage. This is a great move against opponents recovering, especially since it is difficult to wall tech due to the multiple windows of hitpause. Its ability to stall in the air makes it safe to throw out offstage, sometimes able to loop twice into itself for a KO.


This move is also useful for shield pressure. The shieldstun on the first hits is heavy such that the opponent is locked in shield for all three connects, meaning that while Etalus cannot do any timing mixups, he also cannot be caught out of shield, making this move effectively {{Term|ROA2|minus|-5}} on shield which is quite usable.
This move is also useful for shield pressure. The shieldstun on the early hits last long enough such that the opponent is locked in shield for all three connects, meaning that while Etalus cannot do any timing mixups, he also cannot be caught out of shield. This move can either be {{Term|ROA2|minus|-5}} on shield with the last hit, or {{Term|ROA2|minus|-4}} when landing with earlier hits.


}}
}}
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=== {{special|Up Special}} ===
=== {{special|Up Special}} ===
<big>{{Notation|Up|RoA2}} + {{Notation|Special|RoA2}}</big> {{HoldOK}}
<big>{{Notation|Up|RoA2}} + {{Notation|Special|RoA2}}</big> {{HoldOK}}
{{MFlag|cleanup}}
{{ROA2 Move Card
{{ROA2 Move Card
|attack = Up Special
|attack = Up Special
|specificHits =
|specificHits =
|description =
|description =
A multi-faceted move to master. Where to begin?
A multi-faceted move, from spreading ice, a grounded spike, to a recovery move and a height tool.


Etalus can hold {{Notation|Special|RoA2|inline}} to charge this move, causing it to gain extra height, but take longer to be able to act out of {{special|Up Special}}. During charge, Etalus can air dodge to cancel the {{special|Up Special}} without using it up. When released, he generates a spike below him, and then he launches into the air, being immune to projectiles and actionable on the way up.
'''Basics:''' There's a few steps. Etalus can charge this move, and then upon launching, he generates a spike hitbox hitting right below him, before he launches into the air. While he's ascending, Etalus cannot be hit by projectiles, and after a few frames of launch, he becomes fully actionable. However, he can only use this once per airtime. If he wants to use it again without landing or grabbing ledge, he has to do one of the following:

Despite being actionable, Etalus cannot reuse it unless he lands, or the following occurs:
* {{Term|ROA2|wall jump|Wall jump}}.
* {{Term|ROA2|wall jump|Wall jump}}.
* Grab an opponent with {{aerial|Up Air}}.
* Grab an opponent with {{aerial|Up Air}}.
* Get hit or grabbed.
* Get hit or grabbed.


With armor, {{special|Up Special}} gains super armor during the charge and ascent, but the armor is consumed once Etalus starts falling or cancels his {{special|Up Special}} by any means.
Charge does not affect knockback or percent, but it does change the height Etalus launches. When Etalus can act is also dependent on when he slows down during his descent, as he cannot act while at high vertical velocities. The longer he charges, the higher he goes, but the later he can act.

Etalus can also air dodge during this charge, and if he cancels with air dodge, he can just reuse his {{special|Up Special}} again since he never spent it.

If Etalus has armor, this move will gain super armor during the charge and ascent frames, but it will be consumed once Etalus starts falling or cancels his {{special|Up Special}} by any means.

While {{special|Up Special}} sees a lot of usage in the air, the grounded version also has some quirks of its own. When grounded, {{special|Up Special}} lays ice down, and unlike the airborne variant, if Etalus charges for more than 1 frame, he can {{term|ROA2|waveland}} at any point during and after charge. This means that with a horizontal waveland, he can effectively {{term|ROA2|wavedash}} with it, something not possible with the airborne version.


In the air, {{special|Up Special}} is Etalus' only recovery tool. Uniquely, he can {{term|RoA2|hold buffer}} it out of hitstun, and Etalus always wants to, since his recovery is quite difficult. While he gets a lot of height, he lacks any other options to make it back horizontally, meaning that he often has to use his own hits like {{special|Icicles}}, armor with his {{aerial|Forward Air}}, or catches with {{aerial|Up Air}} to regain his {{special|Up Special}}. He can still double jump or air dodge, giving him more versatile options to get back, but he has to be careful about when to go for them, because once he loses them, he cannot regain them.
'''Usage:''' Offstage, it's his recovery tool. Recovering with this can be tricky, but it's important to remember that Etalus can launch while facing toward or away, changing what his hitboxes look like. Save double jump and air dodge, since it'll be important to get ledge quickly for Etalus. Either sweetspot ledge, or try to go high and use his other moves to contest edgeguards. Don't be afraid to launch and get an {{aerial|Up Air}}, since it'll restore his {{special|Up Special}}.


When grounded, {{special|Up Special}} is a really useful ice laying tool. If Etalus charges it at all, he can instantly {{term|ROA2|waveland}} out, meaning that he can also lay ice and immediately waveland out. With a horizontal waveland, he can effectively {{term|ROA2|wavedash}} with it, giving him a way of moving around while laying ice. If Etalus wants to keep moving, this option is best compared to {{tilt|Forward Tilt}} or {{special|Forward Special}}.
For utility, Etalus uses this to spread ice efficiently. Quickly getting a charge and then wavelanding out of it to spread ice is important, since it can be safer on platforms compared to {{special|Forward Special}} and more actionable compared to {{tilt|Forward Tilt}}. It's a good movement option.


Offensively, It's also a useful combo starter due to its spike hitbox and being able to quickly act out of it. On stage, it will flinch and bounce grounded opponents to set them up for high hitstun launches, even able to beat {{Term|ROA2|floorhug}}. Offstage, it is useful to hit opponents below and intercept recoveries, especially since Etalus can wait opponents out by charging.
Offensively, It's also a useful combo starter due to its spike hitbox and being able to quickly act out of it. Etalus can get a lot out of a flinch and beat {{Term|ROA2|floorhug}}, and it can intercept recoveries, especially with armor to tank any recovery moves that would clip Etalus otherwise.


Finally, it can be useful for Etalus to get height against opponents without expending something valuable like double jump, with {{special|Up Special}} into {{aerial|Up Air}} being a useful way to catch opponents quickly above platforms from the ground.
Finally, it can be useful for Etalus to get height against opponents without expending something valuable like double jump, with {{special|Up Special}} into {{aerial|Up Air}} being a useful way to catch opponents quickly above platforms from the ground.


* Unlike most {{special|Up Specials}}, Etalus becomes fully actionable after he gets launched. He's completely immune to projectiles during ascent.
* Unlike most {{special|Up Specials}}, Etalus becomes fully actionable after he gets launched. He's projectile immune during ascent.
* This move can be charged to give additional height, but the longer Etalus charges, the longer he takes to become actionable.
* This move can be charged to give additional height, but the longer Etalus charges, the longer he takes to become actionable.
* Etalus can air dodge out of charge without expending his {{special|Up Special}}.
* Etalus can air dodge out of charge without expending his {{special|Up Special}}.
* Spreads ice when grounded.
* Spreads ice when grounded.
* Ice armor provides super armor. However, Etalus loses ice armor if he is hit during pre-charge frames 1-9.
* Ice armor provides super armor starting on frame 5. However, Etalus loses ice armor if he is hit during frames 1-4.
* During tumble, {{special|Up Special}} can uniquely be {{term|ROA2|hold buffer|hold buffered}}, meaning that the input can be held at any point during hitstun and will automatically register when Etalus escapes hitstun.


|advDesc = * This move can only be used once per airtime. Etalus regains it on hitting {{aerial|Up Air}}, wall jumping, getting hit, or landing on stage.
|advDesc = * This move can only be used once per airtime. Etalus regains it on hitting {{aerial|Up Air}}, wall jumping, getting hit, or landing on stage.
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|description = If done on the ground, Etalus will instead leap up into the air before stalling and falling. A useful platform tech chase tool.
|description = If done on the ground, Etalus will instead leap up into the air before stalling and falling. A useful platform tech chase tool.


If Etalus starts this on the ground, he will launch into the air in the direction that he is facing. He'll move farther if the direction is held
If Etalus starts this on the ground, he will launch into the air in the direction that he is facing. The distance he launches forward depends on the horizontal stick position held, with Etalus travelling more if he holds foward and less if he holds backward.


Etalus has significantly higher The grounded variant specifically can land on all the lower platforms of each stage, and he can also land from any of the lower platforms onto the higher platforms, since it has quite generous correction for platform heights, despite looking like Etalus is too low to reach. The only platforms that Etalus cannot reach are the Air Armada platforms, which are too high, and the top platforms of Hyperborean Harbor and Tempest Peak, due to the platforms simply being too far away.
The grounded variant specifically can land on all the lower platforms of each stage, and he can also land from any of the lower platforms onto the higher platforms, having quicker and higher height than possible with just a full hop.


* Can land on lower platforms from ground, with the exception of Air Armada. Can also land on higher platforms from lower platforms.
* Can land on lower platforms from ground. Can also land on higher platforms from lower platforms.
* Depending on the horizontal stick position held, Etalus will change how far he leaps forward.
* Depending on the horizontal stick position held, Etalus will change how far he leaps forward.
|advDesc = The horizontal velocity determined on the first frame post-startup relies on the horizontal joystick position held, using the formula <math>30 + JoystickX \times 10</math>, ranging from 20 cm/f to 40 cm/f.
|advDesc = The horizontal velocity determined on the first frame post-startup relies on the horizontal joystick position held, using the formula <math>30 + JoystickX \times 10</math>, ranging from 20 cm/f to 40 cm/f.
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*Always tumbles.
*Always tumbles.
Etalus tosses the opponent backward. Useful for edgeguards. This move turns Etalus around to now face the opposite direction.
Etalus tosses the opponent backward. Useful for edgeguards. This move turns Etalus around to now face the opposite direction.

* {{grab|Back Throw}} turns Etalus around.
}}
}}



Latest revision as of 21:47, 22 April 2025


Overview

Etalus
Weight:106
Hitstun Gravity:Average value is 1.3. The lower the value, the higher a character goes up before falling back down.1.5 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.27.6 cm/f
Dash Speed:Dash speed to run speed. [Amount of frames a dash takes.]

14.2 to 14.2 [14f]

Air Speed:The maximum air speed a character can drift at. [Air acceleration.]

11.33 cm/f [0.85 cm/f/f]

Jump Speed:Jump speed.]

Short Hop: 22.5
Full Hop: 32.0
Double Jump: 31.0

Overview
Etalus is a giant bear, but big and heavy does not always mean slow. He has a dangerous movement option with his unique Dash Attack, going fast and far when on ice and being able to be jump cancelled. This allows him to link quickly into his Aerials for quick combos, and he can waveland out of it onto platforms, even able to wavedash upon hitting the opponent.

His offstage game is polarizing. His recovery is significantly crippled with only a Up Special which while having a spike hitbox on launch, has no hitboxes to hit opponents on the way up. However, he can charge it midair for height, and he uniquely can act out of it, giving him offensive pressure to still contest edgeguards and create reversals. His edgeguard game, on the other hand, is extremely dangerous due to his strong Aerials, his strong projectiles with Forward Special, and a unique command grab with his Up Air.

Perhaps the most important part, of course, is his ice. He can expend the ice he's standing on to create ice armor with his Neutral Special, not only giving him more survivabilty but also projectiles from his Strong attacks. Additionally, he can expend all the ice with his Down Special, freezing any opponents standing on it for free damage. Finally, he has a dangerous offensive game against shield, punishing opponents for shielding freeze by frosting them, causing shield regen to turn off, making his shield pressure much more lethal. Of course, ice ultimately is what enables his movement and combo routes to be so efficient.

Etalus is a very fast character with polarizing offstage presence, the epitome of edgeguard or be edgeguarded. Keeping out Etalus is incredibly difficult with his fast pace, but he's quite the combo food if he gets outpaced. Just know that winter is coming for Aether, and Etalus will not wait.

Summary
Etalus is a slippery bruiser with an oppressive edgeguard game.
Pros Cons
  • Heavy: He's got a lot of survivability, especially when enhanced by armor.
  • Frosty Giant: Combined with freeze and his oppressive, big moves, he has a lot of ways to trap the opponent in a dangerous punish game.
  • Edgeguards: With an excellent edgeguarding projectile through Icicles and strong Aerials, he can contest all sorts of recoveries.
  • Armor: He can negate weak knockback with his Forward Air's weak armor, and with ice armor, he can negate all knockback when charging his Strongs and Getup Special with super armor, making him dangerous to hit incorrectly in any state.
  • Fragile Recovery: Unlike most characters, Etalus lacks a way to reliably get to the wall, having only Up Special as a single recovery tool, requiring his Aerials to challenge edgeguard attempts.
  • Combo Fodder: He's big and heavy, making him perfect combo material.
Ice
Using Etalus' Forward Tilt, Forward Special, Up Special (grounded), Getup Special, and Ledge Special, Etalus can place down ice on the stage. While on ice, Etalus has significantly reduced ground friction, most notably enhancing his Dash Attack and wavedashWavedash
A universal burst movement option performed by jumping and immediately airdodging into the ground. (Video shows a waveland, then wavedash in place, wavedash diagonally down, and a full wavedash right)
See in Glossary
distance and increasing his mobility. This ice extends the distance of his Ledge Special, enable ice armor on Etalus, and allow for freezing opponents.

This ice does not affect the ground friction of his shield, tech rolls, and getup rolls. However, it does affect the ground friction of his options from ledge, as well as his pushback when attacking shield. Importantly, Etalus will have his regular ground friction when crouch cancelling or floorhugging hitsTo be more specific, when he is in any HitstunLand animation., unaffected by ice.

Shield Frost
Shields become frozen under the following conditions:
  • An opponent shields Neutral Special.
  • An opponent shields Down Special while on ice.

Frozen shields cannot regenerate shield health passively when shield is down. The only way to regenerate shield is by hitting the opponent. All other shield properties remain the same, with opponents being able to act out of shield as normal. Shields remain frozen even after they become inactive. The following conditions lead to shields becoming unfrozen:

  • The opponent dies, their shield breaks, or Etalus dies.
  • Using Pummel Attack or Pummel Special on Etalus.
  • Successfully using ParryDefault Controls
    Xbox:
    GCN: / +
    KB:
    against Etalus.
Freeze
Freeze is triggered under the following conditions:
  • An opponent is grounded on ice and is hit by Down Special's shockwave.
  • An opponent is grounded and is hit by Down Special's splash hit.
  • An opponent is grounded and is hit by an ice halo, his Pummel Special.

Frozen opponents are inactionable for 94 frames when frozen, after which they will automatically tech after. While frozen opponents can be damaged by attacks, they will receive no knockback and remain frozen in place. Opponents additionally cannot be grabbed.

Opponents can hold Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
or Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
to tech roll left or right, or no directional input to tech in place. This direction is locked in on the 65th frame of the freeze, meaning that any option with a startup of 30 frames or less cannot be reacted to.

There are a few common freeze combos to accrue damage, but the biggest importance is getting a finisher. As finishers, Forward Strong can cover tech in place and tech roll (or all options at ledge), or Down Strong to cover both tech rolls. He can also use Neutral Special to cover these options.
Ice Armor
If Etalus uses his Neutral Special on ice, he covers himself with ice armor, which gives the following effects:
  • Etalus's weight is drastically increased as well as his gravity. His jump speeds are increased to compensate.
  • While charging his Strongs and Getup Special, he gains super armor, negating all knockback taken. Clairen's tipstun is also negated. Additionally, these moves will shoot out ice shards post-charge. Super armor goes away on the same frame that ice armor is broken in the middle of the move.
  • His Up Special gains super armor throughout the entirety of the move, but it will wear off at some point during the move. Clairen's tipstun is also negated.

This ice armor goes away if any of the following conditions are met:

  • Etalus takes 30% damage while sustaining ice armor. This is not limited to knockback-based hits, as passive damage such as Zetterburn's burn will also break ice armor.
  • Etalus begins to descend during the launch of Up Special, or he acts out of Up Special.
  • Etalus is hit before the last frame of his pre-charge startup of his Strongs, Up Special, and Getup Special.
  • Etalus is grabbed during his Strongs, Up Special, and Getup Special.
  • Etalus is parried.
This armor is best used as an option to extend Etalus' CCCrouch Cancel
The knockback reduction received if hit in crouch. When paired with floorhugging, this is an excellent way to minimise hitstun and quickly reversal opponents for poor offensive choices.
See in Glossary
or 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
percents at middle percents, as well as giving super armorNo results to his charged Strongs, becoming primarily a survival option at high percents. However, it's not always the best to have as it can make Etalus fall faster, causing him to be juggled further.


Normal Moves

Jab

AttackDefault Controls
Xbox:
GCN:
KB:
> ( 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 3% 5 6-7 18 [4+]Regular endlag.
[In-between frames before this Jab can be cancelled.]
26 [12+]Regular IASA.
[Earliest Jab cancellable frame.]
N/A 4.0 + 0.0 45 -17 to -16
[-3 to -2]
Stun
Jab 2 3% 5 6-7 18 [4+]Regular endlag.
[In-between frames before this Jab can be cancelled.]
26 [12+]Regular IASA.
[Earliest Jab cancellable frame.]
N/A 4.0 + 0.0 60 -17 to -16
[-3 to -2]
Stun
Jab 3 Sweet 6% 6 7-9 21 31 N/A 6.5 + 0.55 45 -19 to -17 Stun
Jab 3 Sour 4% 6 7-9 21 31 N/A 5.0 + 0.25 65 -20 to -18 Stun

A good close quarters move. Jab 2 and 3 are noticeably quite large.

This sequence is important because Jab 2 works surprisingly well as an anti-air, meaning that it's good for catching landings with how high it goes, with the mammoth size of Jab 3 being effective as well. The size of these hitboxes is important as well, since it allows Etalus to cross up on the opponent with DI using options like reversed Up Tilt.

Jab 3 has a sourspot on the high parts of the first active frame. It's a good finisher, and due to his other Tilts, it can be the most effective as a knockdown tool if speed is key. It's also effective for tiltboostingNo results due to the velocity gained from performing it, though this technique is frame perfect unlike most tiltboosts. If it is performed on frame 2, it will not boost.

  • Jab 1 and 2 are auto-floorhuggableAuto-Floorhuggable
    A property of specific moves, typically those with low knockback, including Jabs. When floorhugging these moves, there is no timing requirement, with any timing of ASDI down able to floorhug the hit.
    See in Glossary
    .


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 True -11 to -10
[3 to 4]
-14 to -13
[0 to 1]
N/A N/A False False False 3 1.0× 1.0× 1.0× N/A× 3 3 4.400 2.57 True True True SpecifiedAngle
Jab 2 True -11 to -10
[3 to 4]
-14 to -13
[0 to 1]
N/A N/A False False False 3 1.0× 1.0× 1.0× N/A× 3 3 4.400 2.57 True True True SpecifiedAngle
Jab 3 Sweet False -15 to -13 -18 to -16 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
Jab 3 Sour False -15 to -13 -18 to -16 N/A N/A False False False 4 1.0× 1.0× 1.0× N/A× 4 4 5.200 3.57 True True False SpecifiedAngle



Forward 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 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:

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 2% 8 9-11 20 38 N/A 4.0 + 0.0 45 -26 to -24 Stun
Hit 2 2% 8 12-14 20 38 N/A 4.0 + 0.0 45 -23 to -21 Stun
Hit 3 6% 8 15-17 20 38 N/A 5.75 + 0.45 45 -18 to -16 Stun

Ice laying and space taking.

Etalus breathes on the ground. This attacks the opponent and lays down a patch of ice.

Along with Up Special wavelands, this is one of the most important moves to get off in neutral while Etalus has downtime. This option is stronger to stuff out opponent approaches, whereas grounded Up Special is faster with more movement options, as well as being more effective on platforms.

This move also is effective at breaking CCCrouch Cancel
The knockback reduction received if hit in crouch. When paired with floorhugging, this is an excellent way to minimise hitstun and quickly reversal opponents for poor offensive choices.
See in Glossary
better than other moves, since it is a multihit that breaks crouch.
  • Lays down ice.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 -20 to -18 -23 to -21 N/A N/A False False False 3 1.0× 1.0× 1.0× N/A× 3 3 2.800 1.67 False True False SpecifiedAngle
Hit 2 False -17 to -15 -20 to -18 N/A N/A False False False 3 1.0× 1.0× 1.0× N/A× 3 3 2.800 1.67 False True False SpecifiedAngle
Hit 3 False -14 to -12 -17 to -15 N/A N/A False False False 6 1.0× 1.0× 1.0× N/A× 6 5 4.400 5.82 False True False SpecifiedAngle



Up Tilt

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.
10% 9 10-12 27 40 N/A 8.0 + 0.9 85 -21 to -19 Stun

Anti-air and shield pressure tool.

This move is very large with high knockback, and it's useful at low percents to set up combos. It also has good range as an anti-air and platform coverage move, especially when done out of Jab 2.

This move can be uniquely useful in shield pressure if Etalus is near an edge, allowing for SPEC Up Tilt to immediately follow up into another option on shield. This option gets only better with ice.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 -21 to -19 -24 to -22 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



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:
( > 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.
Down Tilt 1 5% 6 7-9 16 [4]Regular endlag.
[In-between frames before earliest cancel into Down Tilt 1.]
26 [14]Regular IASA.
[Earliest cancellable frame into Down Tilt 2.]
N/A 4.0 + 0.1 60 -14 to -12
[-2 to 0]
Stun
Down Tilt 2 6% 4 5-7 16 24 N/A 6.0 + 0.6 68 -14 to -12 Stun
  • Can cancel into Down Tilt 2 starting on frame 14.

This is a two part move. Etalus can do a quick swipe, and then by inputting AttackDefault Controls
Xbox:
GCN:
KB:
again, he can get a second swipe out.

Both hits are relatively disjointed compared to the rest of his moves, making them good at covering the immediate distance in front of him, but prone to whiffing against opponents who are up in Etalus' face. This is also the only Tilt that can hit below ledge, though Etalus has to be spaced a bit far away in order to hit ledge.

While it is often useful to get Down Tilt 2, Down Tilt 1 can also be comboed into Grab on shield as a timing mixup. From Down Tilt 2, it's possible to find options like Forward Air or Up Air to kill.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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.
Down Tilt 1 False -10 to -8
[2 to 4]
-13 to -11
[-1 to 1]
N/A N/A False False False 4 1.0× 1.0× 1.0× N/A× 4 5 6.000 4.65 True True False SpecifiedAngle
Down Tilt 2 False -10 to -8 -13 to -11 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



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 5% 8 9-11 18 Varies (10/30/43/74)(The fastest Etalus can enter jumpsquat. / The minimum length if Etalus inputs Dash Attack at an edge. / The maximum length if Etalus slides on no ice. / The maximum length if Etalus slides on ice. N/A 6.0 + 0.45 45 -1Post-jumpsquat. Stun
Slide 4% 8 12+As long as Etalus is sliding, this hitbox is active. 18 Varies (10/30/43/74)(The fastest Etalus can enter jumpsquat. / The minimum length if Etalus inputs Dash Attack at an edge. / The maximum length if Etalus slides on no ice. / The maximum length if Etalus slides on ice. N/A 4.5 + 0.4 45 -2Post-jumpsquat. Stun

Slip and slide. A powerful whiff punish, tech chase, and movement option.

Etalus slides until he's too slow or reaches the edge of a surface, sliding extra far on ice. He can jump cancelJump Cancel
1. A universal option of cancelling jumpsquat with an attack like Grab, Up Special, or Up Strong, allowing all three of those options to be accessible.
2. Using jump to cancel attacks, including Zetterburn's Shine, Kragg's Forward Special, Etalus's Dash Attack, Wrastor's Dash Attack.
See in Glossary
this move at any point, and on hit, he can even wavedashWavedash
A universal burst movement option performed by jumping and immediately airdodging into the ground. (Video shows a waveland, then wavedash in place, wavedash diagonally down, and a full wavedash right)
See in Glossary
. This is one of his core mechanics, and it's what allows Etalus to get his speed in neutral and punish. This has a unique jump as well, since if Etalus is holding backward when he inputs JumpDefault Controls
Xbox:
GCN:
KB:
, Etalus does his jump backward. He can also still control the horizontal jump speed from this move, allowing for additional space control.

As an offense option, all of his Aerials are powerful options, with Neutral Air being the fastest option out of it, and this can further pop up into an Up Air. His other options also include Back Air for a useful spacing option, or Down Air to beat opponents floorhugging or for grounded follow ups. On hit, he can also wavedash into many options, most commonly Grab, but he can also do his other grounded options, even another Dash Attack.

There's a few other niche options. While it's not possible to JC Up Special, he can still do airborne Up Special to flinch or pop up opponents. Down Special can also be a KO option, or a way to trigger freeze on opponents.

As a movement option, remember that without hitting the opponent, Etalus's jump state is committal. This option often serves as a whiff punish tool where Etalus can attack from anywhere on stage, and it gets much stronger with the presence of ice. It's also stronger at catching airborne opponents during tech chases, though hitting grounded opponents is still fine, since Etalus has a bag of mix upsNo results from Dash Attack on shield or on 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
. Both wavedash and Dash Attack are useful options to throw out in neutral.
  • Can be jump cancelled. However, Etalus is locked out of wavedashing unless on hit, and he cannot JC Grab.
  • Can be cancelled into Up Strong at any point, unlike most DACUS.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 ERROR! ERROR! 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
Slide False ERROR! ERROR! N/A N/A False False False 4 1.0× 1.0× 1.0× N/A× 4 4 5.200 3.57 True True False SpecifiedAngle

This move can be jump cancelled, though it bears a unique jump, with the following quirks:

  • Neither Grab nor Up Special can be done out of jumpsquat. Up Strong is still possible.
  • This jump can be cancelled with airdodge, but the timing is dependent on hit.
    • On whiff or on shield, it is possible starting on frame 7 to air dodge.
    • On hit, it is possible to immediately airdodge post-jumpsquat, allowing for wavedashes.
  • Similar to air dodge, this can only cancel into double jump starting on frame 7.
  • During his jump, it is still possible to Aerial, and Special out of it.
  • It's possible to reverse his jump by holding backwards before inputting JumpDefault Controls
    Xbox:
    GCN:
    KB:
    , causing him to face backwards when released from jumpsquat. This does not reverse his jumpsquat.
  • It can be short hopped and full hopped for different heights.
  • It is not possible to perform this jump with ShieldDefault Controls
    Xbox:
    GCN:
    KB:
    and Right Stick Up as an input.

Early:

  • On frame 7, Etalus will have his horizontal velocity set to 26 cm/f.


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.
Hit 1 Front 4% 10+7 [17]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
18-23 39 68 N/A 6.0 + 0.0 40 -42 to -37 Stun
Hit 1 Back 4% 10+7 [17]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
18-23 39 68 N/A 8.0 + 0.0 32 -42 to -37 Stun
Hit 2 10% 10+7 [17]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
26-28 39 68 N/A 7.0 + 1.2 55 -33 to -31 Stun
Ice Shards 3% (8x) 28Spawns on the first frame of recovery. 29-44 N/A N/A N/A 6.0 + 0.3 45 N/A No Stun (Reflect)
  • Etalus loses ice armor if he is hit during pre-charge frames 1-9.
  • If Etalus has ice armor, it will act as super armor starting on frame 10. Ice armor disappears as soon as the move enters recovery, launching 8 ice shards.

A giant chomp forward. Etalus moves forward a lot with this move, having good horizontal coverage.

This move is a great tech chase finisher, since the range can cover both tech in place and tech away on most characters. The first hit can be sometimes inconsistent and cause opponents to fall out, but because it cannot be SDIed, it means that it is not possible 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
it. With armor, this can also be a solid option for covering ledge using ice shards.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 Front False N/A N/A N/A N/A False False False 4 0.0× 0.0× 1.0× N/A× 4 8 5.200 3.57 False False True SpecifiedAngle
Hit 1 Back False N/A N/A N/A N/A False False False 4 0.0× 0.0× 1.0× N/A× 4 8 5.200 3.57 False False True SpecifiedAngle
Hit 2 False -33 to -31 -36 to -34 N/A N/A False False False 12 1.0× 1.0× 1.0× N/A× 12 9 10.000 11.39 False True False SpecifiedAngle
Ice Shards False N/A N/A N/A N/A True True False 7 1.0× 1.0× 1.0× N/A× 3 3 4.400 0.00 False True False SpecifiedAngle


Hit 2:

  • Can rehit after 20 frames.


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.
Hit 1 3% 10+8 [18]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
19-20 38 65 N/A 13.0 + 0.0 105 -42 to -41 Stun
Hit 2 12% 10+8 [18]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
23-26 38 65 N/A 7.0 + 1.15 90 -32 to -29 Stun
Ice Shards 3% (8x) 26Spawns on the first frame of recovery. 27-41 N/A N/A N/A 6.0 + 0.3 70 N/A No Stun (Reflect)
  • Etalus loses ice armor if he is hit during pre-charge frames 1-9.
  • If Etalus has ice armor, it will act as super armor starting on frame 10. Ice armor disappears as soon as the move enters recovery, launching 8 ice shards.

A fast finisher, useful out of platforms as well as Dash Attack. Uniquely, instead of the standard DACUS window, Etalus can cancel into Up Strong at any time during it.

Connecting this hit can be tricky. It works best when hitting the opponent while grounded next to him, or able to directly catch an opponent in the air above Etalus. This move becomes much worse at connecting when trying to hit with later frames of the first hit, especially against opponents above and to the side from Etalus.

This is a great burst option out of Dash Attack to quickly pick up KOs, and it can lead to knockdowns when it's needed. It's especially strong again characters at the edge, since they are unable 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
the first hit, and on shield, if Etalus successfully crosses up the opponent, he can get a SPECShield Pushback Edge Cancel
A way of cancelling a grounded attack's endlag on shield, causing the attacker to slide off edge and be instantly actionable.
See in Glossary
Up Strong to immediately leave the edge and continue shield pressure. Against opponents who have the ice halo applied from Pummel Special, Etalus can Up Strong them out of a tech option to guarantee freeze.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 N/A N/A False False False 6 0.0× 0.0× 0.8× N/A× 6 4 4.400 2.57 True False True SpecifiedAngle
Hit 2 False -33 to -30 -36 to -33 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
Ice Shards False N/A N/A N/A N/A True True False 7 1.0× 1.0× 1.0× N/A× 3 3 4.400 0.00 False True False SpecifiedAngle


Hit 2:

  • Can rehit after 20 frames.


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.
Early 6% 8+6 [14]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
15-16 40 59 N/A 7.0 + 0.0 0 -39 to -38 Stun
Tipper 12% 8+6 [14]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
17-18 40 59 N/A 7.0 + 1.15 45 -32 to -31 Stun
Mid 10% 8+6 [14]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
17-18 40 59 N/A 4.5 + 1.05 45 -33 to -32 Stun
Sour 6% 8+6 [14]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
17-18 40 59 N/A 4.0 + 0.7 45 -37 to -36 Stun
Ice Shards 3% (16x) 18Spawns on the first frame of recovery. 19-23 N/A N/A N/A 6.0 + 0.3 45 N/A No Stun (Reflect)
  • Hit 1 can only hit airborne opponents.
  • Etalus loses ice armor if he is hit during pre-charge frames 1-7.
  • If Etalus has ice armor, it will act as super armor starting on frame 8. Ice armor disappears as soon as the move enters recovery, launching 16 ice shards.

Requires a bit of precision, but it's a great option at ledge, as well as the counterpart to Forward Strong for covering both tech rolls.

The first hit can only hit airborne opponents, pushing any opponent above Etalus into his second hit. The second hit has a sour/sweet hitbox system, with the kill hitboxes at the wrists, but pretty futile hitboxes on the center of Etalus. That means to get the best mileage, Etalus wants to hit the opponent with the tip.

This move can struggle in close quarters, with the other two Strongs being preferable, but it serves as the fastest finisher hit of his Strongs with disjoint. The value is in Etalus's ability to cover both tech rolls, leading to kills off the side, but tech in place will instead cause the opponent to reset while not being anywhere near a kill.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 -35 to -34 -38 to -37 N/A N/A False False False 6 1.0× 1.0× 1.0× N/A× 6 5 6.800 5.82 True True True SpecifiedAngle
Tipper False -33 to -32 -36 to -35 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
Mid False -33 to -32 -36 to -35 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
Sour False -33 to -32 -36 to -35 N/A N/A False False False 9 1.0× 1.0× 1.0× N/A× 9 5 6.800 5.82 True True False SpecifiedAngle
Ice Shards False N/A N/A N/A N/A True True False 7 1.0× 1.0× 1.0× N/A× 3 3 4.400 0.00 False True False SpecifiedAngle


Tipper:

  • Can rehit after 20 frames.

Mid:

  • Can rehit after 20 frames.

Sour:

  • Can rehit after 20 frames.


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.
Early 7% 5 6-7 8 36 12 6.0 + 0.75 65 -7 Stun
Late 5% 5 8-27 8 36 12 4.0 + 0.4 60 -8 Stun

A great filler move. Etalus's fastest Aerial, with an absurd amount of active frames.

This move is good at juggling into itself, doing even better with done out of hitfallHitfall
A universal movement technique for extending combos done by fastfalling during hitpause with an Aerial.
See in Glossary
, and it's the fastest air follow up out of Dash Attack. However, it suffers for its range due to having a negative disjoint, losing to other attacks commonly since his arms and head stick out.

This move also sees use as an edgeguarding option on ledge, with ledge drop Neutral Air able to cover a lot of vertical space and timings, though generally Up Special is stronger at covering that specific spacing. Neutral Air to Up Air is a very useful option offstage as well.

Don't overuse this in neutral, since even if it's fast, it will lose to trades, and Etalus generally wants to avoid trading while airborne. This move is also pretty prone 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
, so it's better to use to catch airborne opponents instead.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 -4 -7 N/A N/A False False False 7 1.0× 1.0× 1.0× 0.85× 7 6 7.600 7.08 True True False SpecifiedAngle
Late False -4 -7 N/A N/A False False False 5 1.0× 1.0× 1.0× 0.85× 5 5 6.000 4.65 True True False SpecifiedAngle



Forward Air

Block: While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
Presumes character is facing right.
+ AttackDefault 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.
N/A 7 8-32Can be cancelled starting on frame 11 into punch. 5 38 8 N/A N/A N/A

This is a two part move. The first part, Block, is a move with knockback armor that will negate any knockback below a certain thresholdThe exact knockback threshold is 34 cm/s.. Holding AttackDefault Controls
Xbox:
GCN:
KB:
* StrongDefault Controls
Xbox:
GCN:
KB:
works here too, by the way.
will extend the active frames of Block.

In terms of strength, this is actually very similar to CCNo results, with the percent at which Block breaks being only slightly above when a hit knocks down on CC. For example, Zetterburn's Up Strong will break through it at 18%. This means that this move becomes worse and worse at higher percents, and it generally excels at tanking weak multihits or sourspots. However, unlike CC, Etalus can tank each multihit individually, making it a bit stronger. Etalus can additionally increase how well he can block with the enhancement of ice armor, since higher weight means requiring higher percent to achieve the same knockback.

This option allows Etalus to be able to absorb attacks and be plusPlus
The attacker can go before the defender. For example, a +2 move means that the attackers acts 2 frames before the defender, and if the defender's option is more than 2 frames slower than the attacker's option, it will lose.
See in Glossary
, especially since this move has very low landing lag compared to a typical Aerial. This can either be used to land and combo into his own offense like a Grab, or it can be used to counterattack with the Punch hit offstage.

Despite the ice gauntlet only covering the front of Etalus, this move provides armor for Etalus' entire body.

  • This move provides Etalus with full knockback armor, as long as the hit is weak enough.
  • If an attack makes contact with Etalus, Etalus can hitfall from it.
  • Can hold AttackDefault Controls
    Xbox:
    GCN:
    KB:
    * StrongDefault Controls
    Xbox:
    GCN:
    KB:
    works as a substitute here as well.
    to extend the block window.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 0 -3 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



Punch: Block > Release 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.
11% 10 [20]Startup after releasing block.
[Total minimum startup after inputting block.]
11-14 [21-24]Active frames after releasing block.
[Soonest active frames after inputting block.]
23 48Minimum IASA frame without holding block. 12 5.5 + 1.0 45 -4 Stun

A powerful disjoint. Punch can only come out after Block, when AttackDefault Controls
Xbox:
GCN:
KB:
* StrongDefault Controls
Xbox:
GCN:
KB:
works here too, by the way.
is released or never held.

It's generally slow to get out in time on stage, requiring it to be inputted extremely early in order to do out of a short hop. However, it provides excellent killpower, especially since Punch can be delayed to track the opponent's recovery offstage. It can be worthwhile to do out of Up Special as well to gain the extra height needed. This move can also reverse hit if the shoulder connects for additional DI mixups.

This is a good proactive move in neutral for walling out opponent approaches, covering opponents who try to be aggressive and run down on Etalus. The range favors Etalus, as long as he has enough time to pull it off. It's not easy to get out of a short hopShort Hop
A short grounded jump, allowing for faster Aerials at the cost of less height.
See in Glossary
though.

Compared to Block, Punch portion is more committal due to higher landing lag and endlag.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 -4 -7 N/A N/A False False False 11 1.0× 1.0× 1.0× 1.0× 11 9 10.800 13.00 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:

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% 7 8-10 18 29 9 4.0 + 0.77 50 -2 Stun

Decently fast disjoint.

This is one of Etalus's best moves to space on shield, as well as one of his most useful crossup options. From Dash Attack, whether it's RARReverse Aerial Rush
Jumping out of run turnaround, such that the character is moving forward while facing backwards.
See in Glossary
Back Air, cross up Back Air, or combining both, this can make for a left/right mix upMix Up
An option that serves as an alternative, intended to catch opponents off guard, either due to timing, DI, or other properties.
See in Glossary
on opponents who aren't ready. It's also a good option from ledge, both from a ledgehopLedgehop
Dropping from ledge and double jumping. Typically done with an Aerial. When referring to an Aerial from ledge, it's referring to ledgehop Aerial with ledge intangibility.
See in Glossary
or just dropping from ledge with it.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 -1 -4 N/A N/A False False False 7 1.0× 1.0× 1.0× 1.0× 7 8 9.200 9.86 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.
Hitgrab 5% 8 9-12 24 37 8 5.0 + 0.0 90 -4 Stun
Throw 11% 22*Startup begins once the hitbox connects with something that can be thrown. 23 10 42 8 5.0 + 0.5 335 N/A N/A
  • A unique command grab. Fails on shields, but it can grab knocked down opponents.
  • Forces tumble.

The edgeguard tool.

This command grab sends at a sharp angle downward. This is a hitgrab, meaning that it loses to shield. However, it can uniquely grab opponents in knockdown, making it possible to also cover missed techs with it. This move will also grant Etalus his Up Special back if already used. Note that because this is a grab, opponents restore their double jump and air dodge upon being grabbed.

This is one of his best edgeguarding tools. Etalus can use this in a bunch of situations, whether it be recovering back to stage, trying to edgeguard opponents out of their jumps or airdodges, etc. It's often common to do this from a walljump, since Up Air sends in the direction Etalus is facing toward. This also makes it worth to Up Special backwards to ledge, since being able to throw opponents off ledge is better if it's away from the wall. Etalus can additionally find this move from Neutral Air offstage, since it pops up right into Etalus's range.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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.
Hitgrab False 0 -3 N/A N/A False False False 5 1.0× 1.0× 1.0× 1.0× 5 5 2.000 4.65 False True False SpecifiedAngle
Throw N/A N/A 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



Down 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.
Multihit 3% (2x) 12 13-15, 18-20 21 49 10 4.0 + 0.0 60 -4 Stun
Final 7% 12 25-27 21 49 10 6.0 + 0.5 270 -5 Stun
  • On hit, this move will reset Etalus' vertical velocity for the next hit.

A powerful timing mix up that is a spike if done right.

If any hit connects with a hurtbox, Etalus's velocity will change depending on the stick position.

  • By default, his vertical speed will reset to zero post-hitpause, making it much likelier to connect.
  • If the stick is held downward, but not far enough for a hitfall, his vertical speed will not reset and fall as normal post-hitpause, behaving like a regular Aerial.
  • If Etalus hitfallsHitfall
    A universal movement technique for extending combos done by fastfalling during hitpause with an Aerial.
    See in Glossary
    it, he will hitfall it like all other Aerials, typically causing the next hit to whiff, but for Etalus to either be below the opponent or land before the opponent.

Down Air 1 & 2 are weak hits that can be floorhugged at all percents. Without floorhug, they juggle upward and turn the opponent airborne.

Down Air 3 is a spike that will flinch or bounce grounded opponents, and on airborne opponents, it inflicts high landing hitstun or a knockdown when they land. However, it's possible to just forgo this and instead hitfall Down Air 2 and Grab the opponent instead as a mixup.

Because opponents will often shield defensively to avoid any following hits, it is best to Grab after hitfalling when plus to guarantee a punish. Understanding this mix makes Down Air have much more flexible usage, with its fall mechanics almost functioning like a pseudo-cancel into hitfall Grab.

Of course, it's irrelevant whether this move is floorhugged if the opponent is offstage. This is a great move against opponents recovering, especially since it is difficult to wall tech due to the multiple windows of hitpause. Its ability to stall in the air makes it safe to throw out offstage, sometimes able to loop twice into itself for a KO.

This move is also useful for shield pressure. The shieldstun on the early hits last long enough such that the opponent is locked in shield for all three connects, meaning that while Etalus cannot do any timing mixups, he also cannot be caught out of shield. This move can either be -5Minus
The defender can go before the attacker. For example, a -2 move means that the attacker acts 2 frames after the defender, and if the attacker's option is more than 2 frames slower than the defender's option, it will lose.
See in Glossary
on shield with the last hit, or -4Minus
The defender can go before the attacker. For example, a -2 move means that the attacker acts 2 frames after the defender, and if the attacker's option is more than 2 frames slower than the defender's option, it will lose.
See in Glossary
when landing with earlier hits.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 -2 -5 N/A N/A False False False 4 1.0× 1.0× 1.0× 1.0× 4 7 4.400 2.57 True True False SpecifiedAngle
Final False N/A N/A N/A N/A False False False 7 1.0× 1.0× 1.0× 1.0× 7 6 7.600 7.08 True True False SpecifiedAngle



Specials

Neutral Special - Ice Hammer

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.
Sour 25% 63 64-65 25 93 N/A 9.0 + 1.3 65 -8 to -7 Stun
Sweet 25% 63 65-67 25 93 N/A 10.0 + 1.3 45 -7 to -5 Stun

A super slow but strong move. Typically for armor and recovery.

Etalus gains armor if he hits this while standing on ice, but the move has such high startup that it's typically difficult to find space for it. It's usable when the opponent is sent offstage, when Etalus has an opponent frozen, when the opponent just died, but it's a matter of risk/reward, since if he finishes an edgeguard and come back for a hammer, his opponent can hit him right after coming off the respawn platform.

The move itself also has some value as a recovery option, since it stalls Etalus in the air, and it's still a terrifying hitbox to be hit by if the opponent is late. Other than that though, this move is situational in Etalus' advantage state.

  • Freezes shields on hit.
  • If Etalus is standing on ice, it disappears, and Etalus gains ice armor.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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.
Sour False -20 to -19 -23 to -22 ReverseMomentum N/A False False False 15 1.0× 1.0× 1.0× N/A× 15 21 22.000 29.63 True True False SpecifiedAngle
Sweet False -19 to -17 -22 to -20 ReverseMomentum N/A False False False 15 1.0× 1.0× 1.0× N/A× 15 21 22.000 29.63 True True False SpecifiedAngle

Etalus can start this move in the air, which will alter Etalus's gravity to be 1.56 and his maximum fall speed to be 17.0, as he slowly drifts down until landing on the ground.


Forward Special - Icicles

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.
Summon N/A 11 12-22If Etalus is hit during this window, icicles will despawn and disappear. 14 37 N/A N/A N/A N/A
Icicles 2% (3x) 11 + 6 [17]Startup. On frame 12, icicles gain a hurtbox. [Total effective startup.] 18+ N/A N/A N/A 5.0 + 0.25 45 N/A Stun (None)

Etalus summons three icicles from the sky. One of the best projectiles at edgeguarding and catching opponents high up.

These icicles will become ice when hitting the ground. However, if Etalus is hit during the summoning duration, the icicles will fizzle out and fail to summon. In addition, if the icicles are parried, Etalus will enter parry stun. The icicles can also be hit to be destroyed.

This is his premier edgeguarding tool to intercept recoveries. It catches useful resources like double jump, and while air dodge may be a useful option to evade them, all it in fact does is give Etalus more time to approach the opponent with an offensive option, while also robbing a recovery resource. The only reliable way to beat icicles is to hit them, usually with an Up Air, but that's of course precious height lost. This can also matter for offstage resources like Kragg's pillar and Forsburn's smoke, which are normally difficult to remove.

This is not just edgeguarding, of course. as well as his main way to lay down ice across the stage, especially to setup freezes on platforms. It also works for attacking opponents who are high up where Etalus struggles to reach them in time, giving him time to follow up with other attacks. Don't throw these out as freely, however, since the threat of parry is always looming. Grounded Up Special and Forward Tilt should be preferred to set up ice across the stage, since Etalus is much more actionable throughout these while not being nearly as vulnerable. It can also be worth it to B-reverseB-Reverse
By turning around during the startup of a Special, depending on the move, the character can change the direction they're facing and/or the momentum they have.
See in Glossary
it if Etalus expects the opponent to parry, able to bait out a whiffed parry and lay down ice anyway.

  • Lays down ice.
  • This move has a cooldown.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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.
Summon N/A ERROR! ERROR! 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
Icicles False N/A N/A N/A N/A True True False 6 1.0× 1.0× 1.0× N/A× 3 2 3.600 1.67 False True False SpecifiedAngle



Up Special

Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ SpecialDefault Controls
Xbox:
GCN:
KB:
(Hold OK)

This section/page has been marked for cleanup or revision, possibly due to the following reasons: spelling mistakes, presentation improvements, formatting improvements, wordiness, or any reason that makes it not as accessible to a new reader.
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% 12 [62]Minimum uncharged startup.
[Maximum fully-charged startup.]
13-14 [63-64]Uncharged active frames.
[Fully-charged active frames.]
10 [27]Amount of frames before Etalus is actionable, uncharged. [Charged.] 24 [91]Uncharged IASA. [Fully charged IASA.] N/A 3.0 + 0.6 270 -4Assumes that Etalus immediately wavelands out of his grounded Up Special. Stun

A multi-faceted move, from spreading ice, a grounded spike, to a recovery move and a height tool.

Etalus can hold SpecialDefault Controls
Xbox:
GCN:
KB:
to charge this move, causing it to gain extra height, but take longer to be able to act out of Up Special. During charge, Etalus can air dodge to cancel the Up Special without using it up. When released, he generates a spike below him, and then he launches into the air, being immune to projectiles and actionable on the way up.

Despite being actionable, Etalus cannot reuse it unless he lands, or the following occurs:

With armor, Up Special gains super armor during the charge and ascent, but the armor is consumed once Etalus starts falling or cancels his Up Special by any means.

In the air, Up Special is Etalus' only recovery tool. Uniquely, he can hold bufferHold Buffer
A unique kind of buffer for certain inputs. The input can be started at any point, and as long it is held until the frame it can be performed, the action will come out.
See in Glossary
it out of hitstun, and Etalus always wants to, since his recovery is quite difficult. While he gets a lot of height, he lacks any other options to make it back horizontally, meaning that he often has to use his own hits like Icicles, armor with his Forward Air, or catches with Up Air to regain his Up Special. He can still double jump or air dodge, giving him more versatile options to get back, but he has to be careful about when to go for them, because once he loses them, he cannot regain them.

When grounded, Up Special is a really useful ice laying tool. If Etalus charges it at all, he can instantly wavelandWaveland
A universal movement option where a character air dodges downward to land on a surface quicker. (Video shows a waveland, then wavedash in place, wavedash diagonally down, and a full wavedash right)
See in Glossary
out, meaning that he can also lay ice and immediately waveland out. With a horizontal waveland, he can effectively wavedashWavedash
A universal burst movement option performed by jumping and immediately airdodging into the ground. (Video shows a waveland, then wavedash in place, wavedash diagonally down, and a full wavedash right)
See in Glossary
with it, giving him a way of moving around while laying ice. If Etalus wants to keep moving, this option is best compared to Forward Tilt or Forward Special. Offensively, It's also a useful combo starter due to its spike hitbox and being able to quickly act out of it. Etalus can get a lot out of a flinch and beat 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
, and it can intercept recoveries, especially with armor to tank any recovery moves that would clip Etalus otherwise.

Finally, it can be useful for Etalus to get height against opponents without expending something valuable like double jump, with Up Special into Up Air being a useful way to catch opponents quickly above platforms from the ground.

  • Unlike most Up Specials, Etalus becomes fully actionable after he gets launched. He's projectile immune during ascent.
  • This move can be charged to give additional height, but the longer Etalus charges, the longer he takes to become actionable.
  • Etalus can air dodge out of charge without expending his Up Special.
  • Spreads ice when grounded.
  • Ice armor provides super armor starting on frame 5. However, Etalus loses ice armor if he is hit during frames 1-4.
  • During tumble, Up Special can uniquely be hold bufferedHold Buffer
    A unique kind of buffer for certain inputs. The input can be started at any point, and as long it is held until the frame it can be performed, the action will come out.
    See in Glossary
    , meaning that the input can be held at any point during hitstun and will automatically register when Etalus escapes hitstun.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 ReverseMomentum N/A False False False 8 1.0× 1.0× 1.0× N/A× 8 7 8.400 8.42 True True False SpecifiedAngle
  • This move can only be used once per airtime. Etalus regains it on hitting Up Air, wall jumping, getting hit, or landing on stage.
  • Hold SpecialDefault Controls
    Xbox:
    GCN:
    KB:
    to charge, giving increased launch speed (and later actionability). This does not increase the damage of his spike hitbox. During charge, Up Special can be cancelled into an airdodge. This does not consume his Up Special, allowing for Etalus to use the move again.
  • While rising, Etalus is immune to projectiles. He becomes vulnerable to projectiles if he starts falling or inputs another action.
  • If Etalus's vertical velocity of launch goes below 21 cm/s, Up Special can be cancelled into his wall jump, double jump, air dodge, all of his Aerials, and all Specials aside from Up Special. This comes out to frame 10-27 between uncharged and fully charged.
  • When grounded, this move will lay down ice. The grounded variant can be airdodged out of, after 2 frames of travelling.
  • With ice armor, this move gains super armor starting on frame 5. Etalus's ice armor will wear off on the second frame of descent or when he acts out of Up Special, causing his super armor to disappear.
  • He can control his aerial drift during launch.

Startup: Up Special resets Etalus's momentum on frame 5, with constant velocity downward equivalent to his gravity for the remainder of startup, and he will completely stop moving during charge. On launch, the bottom of this move will spike any opponents below him. This itself is useful for edgeguards, especially when done right above an opponent at the wall or at ledge.

Launch: Unlike most Up Specials, Etalus does not go into pratfall, meaning that he is able to quickly act out of it with any action. However, he can only use Up Special once per airtime, requiring specific conditions in order to get it back, including most notably his wall jump. His horizontal launch completely depends on his own aerial drift, meaning that Etalus can launch and end up in the same place, whether he is facing left or right.

Because of how much he is able to act out of it, he can use it onstage to set up for punish sequences, including chasing opponents high up with Up Air or descending with Forward Air or Down Air. This becomes extra versatile with his double jump.

However, this also means that he struggles to reach the wall, generally requiring Etalus to recover high to get enough horizontal distance to reach the wall. Generally, buffering Up Special out of hitstun is desirable, since Up Special will automatically reverse his momentum anyway. This is his only good recovery tool, so challenging edgeguards will primarily be with his Aerials as well as his Forward Special. Intentionally reversing his Up Special can make for an interesting mixup, since neither this move nor Forward Air (Block) care about which way Etalus is facing to get back to ledge.

  • Facing toward stage can threaten Forward Air (Punch), a closer Up Air hitbox, and a closer Down Air hitbox.
  • Facing away from stage can threaten Back Air, a more threatening Up Air angle, and a more threatening Down Air angle.


Down Special - Avalanche

Airborne: While Airborne 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.
Falling 12% 25 26+ N/A N/A*Etalus can cancel this into a ledge grab during fall. 40Recovery with landing hitbox. 8.0 + 1.1 80 N/A Stun
Landing Hit 8% *Starts when Etalus lands. 1-8 32 41Counted from when Etalus lands. N/A 8.0 + 0.85 45 -33 to -26 Stun

Etalus stalls briefly before slamming downward, generating a shockwave (wave) along with a landing hit (splash). The wave will freeze any grounded opponent on ice, and the splash will freeze any grounded opponent. This is a way for Etalus to tech chase opponents across the stage with freeze where he is not fast enough to reach.

It's possible to quickly access the airborne variant by buffering Down Special out of a short hop, leading to an instant splash hit without any of the descending hitbox.

If the opponent attempts to shield the shockwave while on ice, their shield will become frozen. This can be an interesting way to punish opponents who are preemptively shielding. Of course, hitting shield itself is also super strong, since hitting both hits will cause around 20/50 shield HP to be depleted.

  • If the opponent is shielding on ice and is hit by the wave, it causes shields to become frozen.
  • If an opponent standing on ice is hit by the wave, or the grounded opponent is hit by splash, they will become frozen.
  • Grounded opponents who are hit by the splash will become frozen.
  • Etalus can grab ledge during his active descent frames.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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.
Falling False ERROR! ERROR! 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
Landing Hit False ERROR! ERROR! 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



Grounded: Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ SpecialDefault Controls
Xbox:
GCN:
KB:
> Airborne

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 4% 13 14-20 *Transitions into airborne version. *Transitions into airborne version. *Transitions into airborne version. *9.0 to 4.0 over time. + 0.0 70 N/A Stun

If done on the ground, Etalus will instead leap up into the air before stalling and falling. A useful platform tech chase tool.

If Etalus starts this on the ground, he will launch into the air in the direction that he is facing. The distance he launches forward depends on the horizontal stick position held, with Etalus travelling more if he holds foward and less if he holds backward.

The grounded variant specifically can land on all the lower platforms of each stage, and he can also land from any of the lower platforms onto the higher platforms, having quicker and higher height than possible with just a full hop.

  • Can land on lower platforms from ground. Can also land on higher platforms from lower platforms.
  • Depending on the horizontal stick position held, Etalus will change how far he leaps forward.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 False ERROR! ERROR! N/A N/A False False False 4 1.0× 1.0× 1.0× N/A× 4 4 5.200 3.57 False True True SpecifiedAngle

The horizontal velocity determined on the first frame post-startup relies on the horizontal joystick position held, using the formula , ranging from 20 cm/f to 40 cm/f.


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.
Standing 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

Etalus has a dubious Grab game. His range is not impressively large, but he can make up for it with options like wavedashing and ice which extend his burst range. His Throws are important for allowing him to get out of early percents, typically unlocking at around 40%.

His Grab can yield good reward out of Dash Attack and wavedashing to quickly get a Grab follow up, or mixing up the fastfall timing on Down Air, either by getting the third hit flinch or bounce, or by fastfalling the first/second hit and immediately landing with a Grab.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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.
Standing 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 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 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 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

Pummel.

This is an important early percent option to consider for Etalus, since his Grab doesn't start netting strong enough throw follow ups until 40% or mid percents, and it also helps open up his options against CC, typically Up Tilt starting at 20% and Jab 3 soon after.

This is also a useful chaingrab enabler, since Etalus can Up Throw chaingrab fastfallers starting at mid percents.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 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:

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.
Pummel 6% 10 11 20 32 N/A 4.0 + 0.0 45 N/A Stun
Ice Halo 3% 15INSERT DESCRIPTION ABOUT ACTIVATION CONDITIONS. otherwise 15 frames attack startup 16Freezes on hit. N/A N/A N/A 1.0 + 0.0 90 N/A No Stun (None)

This puts an ice halo above the opponent, which will freeze them or their shield when it makes contact. A useful option for setting up tech traps for freezes.

The ice halo goes away after 5 seconds. During this period, if the character ever becomes grounded, the ice halo will trigger. In most scenarios, the ice halo will instantly trigger, and the only option where it will delay the timing is on a successful tech.

Halo is a strong edgeguard option because of how much it limits. Because the ledgehogLedgehog
The act of occupying ledge. When doing so, opponents are prevented from grabbing ledge, making it a useful edgeguard technique.
See in Glossary
coin flip no longer exists, as opponents are forced into being frozen offstage, this means Etalus can keep holding ledge and cover both recovery routes of going to stage or ledge. Of course, this can be avoided by edge cancelsEdge Cancel
Cancelling the landing lag of an Aerial or some airborne Specials with the edges of a stage. To do this, move toward a platform's edge or stage, and the Aerial landing lag is cancelled. This leaves the character actionable and airborne.
See in Glossary
, but it's possible to counter an opponent if the edge cancel is telegraphed.
  • Freeze is plusPlus
    The attacker can go before the defender. For example, a +2 move means that the attackers acts 2 frames before the defender, and if the defender's option is more than 2 frames slower than the attacker's option, it will lose.
    See in Glossary
    on most Up Special landing lags across the cast.
    • This especially matters on Kragg and Orcane with their pillar and puddle respectively, further limiting their useful options for recovery.
  • In the following situations, freeze is -4Minus
    The defender can go before the attacker. For example, a -2 move means that the attacker acts 2 frames after the defender, and if the attacker's option is more than 2 frames slower than the defender's option, it will lose.
    See in Glossary
    , which can be beaten by roll and spotdodge. This includes:
    • LedgedashLedgedash
      Dropping from ledge, double jumping, and wavelanding on stage with ledge intangibility to safely get to stage.
      See in Glossary
      .
    • Forsburn's Up Special special fall*If he becomes grounded earlier during his special fall, he's guaranteed to be frozen..
  • Freeze is +0 for Zetterburn's Up Special, meaning that freeze comes out the frame he can act, meaning he can only shield.
  • Freeze will fail on ledgeroll or ledgestand, but they're slow enough where players can punish these options anyway.

This also is useful for tech chases.

  • On mistech, freeze always occurs.
  • On successful tech, freeze takes 5 frames to occur, meaning they are forced to freeze their shield, spotdodge, or roll.

This looks like a spotdodge or roll wait, but Etalus can do better than that. If Etalus hits an opponent before they're actionable, and he locks them in long enough hitpauseHitpause
The moment where a hit causes both the attacking article/character and defending article/character to freeze in place.
See in Glossary
for the ice halo to connect, they are guaranteed to freeze. This puts value on strong moves with high hitpause like his Strongs and Up Tilt, or mobile moves like his Aerials. The higher hitpause the move has, the more lenient the timing is for hitting the opponent into freeze.

Even without a guaranteed freeze, however, Etalus still has advantage, since he can either for the opponent's shield to be frozen, giving him shield pressure tools, or he can react to the spotdodge or roll and continue tech chasing.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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.
Pummel False N/A N/A N/A N/A False False False 6 1.0× 1.0× 1.0× N/A× 6 5 6.800 5.82 False False True SpecifiedAngle
Ice Halo False N/A N/A N/A N/A False True False 3 1.0× 1.0× 1.0× N/A× 3 3 4.400 2.57 True True False SpecifiedAngle



Forward 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.
5% 12 13-32 15 48 N/A 8.0 + 0.55 60 N/A Stun
  • Forces tumble.

This throw is a strong option. For Etalus, this mainly comes down to getting combos on floaties as well as setting up for edgeguards well. Notably, Etalus will roll forward after the throw, and he slides forward significantly farther on ice.

He can immediately run off Up Air if the opponent DIs in, but he can also chase with another Grab or a Dash AttacK.

Etalus tosses the opponent up and then rolls forward, hitting other opponents on the way. He rolls significantly farther on ice.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 N/A N/A False False True 5 1.0× 1.0× 1.0× N/A× 5 5 6.000 4.65 True 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.
4% 18 19 28 48 N/A 7.5 + 0.425 140 N/A N/A
  • Always tumbles.

Etalus tosses the opponent backward. Useful for edgeguards. This move turns Etalus around to now face the opposite direction.

  • Back Throw turns Etalus around.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 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.
4% 12 13-15 30 46 N/A 7.5 + 0.6 90 N/A Stun
  • Always tumbles.

Etalus throws the opponent up. Good for setting up platform tech chases. Can set up into Neutral Air and Up Air on fastfallers at high percents, even able to chain into itself with Dash Attack to fill the gaps.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 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



Down 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.
6% 38 39 34 74 N/A 7.5 + 0.45 65 N/A Stun
  • Always tumbles.

Grounded tech chase throw.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 N/A N/A False False True 6 1.0× 1.0× 1.0× N/A× 6 5 6.800 5.82 True True True SpecifiedAngle



Armored Down Throw

GrabDefault Controls
Xbox:
GCN:
KB:
> Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
with ice armor

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.
10% 38 39 34 74 N/A 8.5 + 0.75 45 N/A Stun
  • Consumes armor when performed.

Sends significantly farther, able to kill opponents.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 N/A N/A False False True 10 1.0× 1.0× 1.0× N/A× 10 9 10.000 11.39 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.
4% (3x) 9 10-11, 20-21, 30-31 24 56 N/A 8.0 + 0.3 45 -20 to -19 Stun
  • Intangible between frames 1-21, unless Etalus has ledge intangibilty leftover, giving it a maximum intangibility window of frames 1-29.
  • Ledge is no longer occupied starting on frame 31.

Etalus climbs on with his paws, doing a two swipes while intangible, and then one more swipe while tangible. Curiously, if Etalus does this right after grabbing ledge such that he has ledge intangibility, he can make himself intangible right up until the third hit comes out.

Like most ledge attacks, these are generaly much worse offensively compared to their invincible Aerial counterparts, but this move being a multihit can be useful. The first hit has some reach behind him while on ledge, making it have potential as an edgeguard tool to challenge offstage recoveries.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 -17 to -16 -20 to -19 N/A N/A False False False 4 1.0× 1.0× 1.0× N/A× 4 6 5.200 3.57 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.
8% 21Spawns ice frame 11. 22+Slide loops so long as there's ice or until hitting a character. 38 N/A N/A 10.0 + 0.3 60 N/A Stun
  • Intangible between frames 1-20.
  • Ledge is no longer occupied starting on frame 26.

Etalus will lay down a patch of ice from ledge, and then he will spin while sliding across the ice. He will continue to spin until he runs out of ice to slide on, he reaches the edge of a surface, or he hits an opponent. If he hits a shield or any other object, he will continue to slide past.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 ERROR! ERROR! 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



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.
9% 18 19-26 19 47 N/A 9.0 + 0.25 45 -20 to -13 Stun
  • Intangible between frames 1-26.

Etalus does a giant sweep, sweeping from the back to the front.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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 -19 to -12 -22 to -15 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



Getup Special

During Knockdown 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.
Gspecial 10% 20+10 [30]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
31-40 30 71 N/A 9.0 + 0.6 45 -31 to -22 Stun
Ice Shards 3% (8x) 20+10 [30]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
31-40 30 71 N/A 6.0 + 0.3 45 N/A No Stun (Reflect)
  • Can be charged, increasing the amount of ice laid down.
  • If Etalus has ice armor, it will act as super armor starting on frame 20. Ice armor disappears as soon as the move enters recovery, launching 8 ice shards.
  • Etalus loses ice armor if he is hit during pre-charge frame 19.
  • Intangible between frames 1-18.

Etalus charges, before doing a large sweep with ice, hitting the front, then back, then front of him. If he has armor, this will launch ice shards.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This 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. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies 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.
Gspecial False -31 to -22 -34 to -25 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
Ice Shards False N/A N/A N/A N/A True True False 7 1.0× 1.0× 1.0× N/A× 3 3 4.400 0.00 False True False SpecifiedAngle



Cosmetics

Default

Default Red Blue Green Mint Purple Black Abyssal
Etalus's Default Palette Etalus's Red Team Palette Swap Etalus's Blue Team Palette Swap Etalus's Green Team Palette Swap Etalus's Mint Palette Swap Etalus's Purple Palette Swap Etalus's Black Palette Swap Etalus's Abyssal Palette Swap
Unlocked by Default Unlocked by Default Unlocked by Default Unlocked by Default Unlocked at Character Level 45 Currently unavailable. Purchasable in the Coin Shop Arcade Abyssal Medal Reward

Sunbear

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

Default Red Blue Green
Etalus's Default Sunbear Palette Etalus's Red Team Sunbear Palette Swap Etalus's Blue Team Sunbear Palette Swap Etalus's Green Team Sunbear 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
Etalus's Default Abyss Palette Etalus's Red Team Abyss Palette Swap Etalus's Blue Team Abyss Palette Swap Etalus'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 that is currently unavailable. It is possible it will be exclusive to Kickstarter Backers at the Aetherian Hero tier or higher like the other Retro skins, but nothing is confirmed at this time.

Default Red Blue Green
Etalus's Default Retro Palette Etalus's Red Team Retro Palette Swap Etalus's Blue Team Retro Palette Swap Etalus's Green Team Retro Palette Swap
Currently unavailable. Currently unavailable. Currently unavailable. Currently unavailable.

Striped

Common Tier skin available for purchase in the rotating Coin Shop or in the Bucks Shop.

Default Red Blue Green White
Etalus's Default Striped Palette Etalus's Red Team Striped Palette Swap Etalus's Blue Team Striped Palette Swap Etalus's Green Team Striped Palette Swap Etalus's White Striped 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 Purchasable in the Coin Shop

Honey

Rare Tier skin available for purchase in the Bucks Shop or in the Lovestruck Bundle.

Default Red Blue Green Pink
Etalus's Default Honey Palette Etalus's Red Team Honey Palette Swap Etalus's Blue Team Honey Palette Swap Etalus's Green Team HoneyBear Palette Swap Etalus's Pink Honey 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

Primal

Epic Tier skin available for purchase in the Bucks Shop or in the Primal Etalus Bundle. It has custom VFX, SFX, and a custom victory theme.

Default Red Blue Green
Etalus's Default Primal Palette Etalus's Red Team Primal Palette Swap Etalus's Blue Team Primal Palette Swap Etalus's Green Team Primal 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

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