
Forsburn focuses on spreading smoke throughout the stage, giving him easy stage control and the opportunity to surprise the opponent with his myriad of mixups through his clone and Up Special resets. Though it takes a deeper level of understanding to navigate managing his Specials to deepen his gameplan, he has very accessible normals with an excellent combo game, giving Forsburn a low skill floor yet an impressively high skill ceiling.
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Pros | Cons |
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When inside smoke, Forsburn can Consume (Down Special) smoke clouds back into his body. After three successful uses of Consume, Forsburn's appearance changes, and his Specials will be granted unique empowered properties. Charges are reset if the opponent successfully does a ParryDefault Controls
Xbox:
GCN: /
+
KB: against Forsburn.
For more details on the specifics of smoke, see Neutral Special.
When empowered with full Consume, this clone will be able to attack, and it will persist even if Forsburn is hit.
For more details on the specifics of Decoy, see Side Special.
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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 3% | 6 | 7-8 | 16 [3]Regular endlag. [In-between frames before this Jab can be cancelled.] |
25 [12]Regular IASA. [Earliest Jab cancellable frame.] |
N/A | 4.0 + 0.0 | 45 | 3 | 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 | 6.0 + 0.0 | 45 | 3 | Stun |
Jab 3 | 6% | 8 | 9-11 | 22 | 34 | N/A | 7.0 + 0.65 | 45 | 5 | Stun |
- Jab 1 and Jab 2 can be auto-floorhugged.
Tied for Forsburn's fastest grounded move. Due to its speed and disjointed nature, Jab can be used to stuff out lazy approaches from the opponent, as well as starting combos if cancelled into a Down Tilt. If combined with a babydash, this can serve as a faster and more versatile version of Dash Attack to start combos.
Jab 3 is surprisingly strong, and it can net stocks as early as 100% on poor DI. At higher percents, Jab will kill even with proper DI, though Jab 3 may need to be delayed to ensure it connects. It also causes Forsburn to move forward remarkably far, making his tiltboosting especially strong.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | True | N/A | N/A | False | False | False | 4 | Default | Default | 1.0 | N/A | 4 | 4.400 | 2.57 | True | True | True | SpecifiedAngle |
Jab 2 | True | N/A | N/A | False | False | False | 5 | Default | Default | 1.0 | N/A | 5 | 4.400 | 2.57 | True | True | True | SpecifiedAngle |
Jab 3 | False | N/A | N/A | False | False | False | 10 | Default | Default | 1.0 | N/A | 10 | 6.800 | 5.82 | 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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Multihit | 3% | 6 | 7-8, 11-12 | 16 | 34 | N/A | 3.0 + 0.0 | 45 | 3 | Stun |
Final | 5% | 6 | 15-17 | 16 | 34 | N/A | 5.0 + 0.5 | 45 | 5 | Stun |
- Generates smoke, unless Forsburn has full Consume charges.
Tied with Forsburn's fastest grounded move, though not as useful as Jab. Instead of a single hit, Forward Tilt is a multihit where Forsburn quickly spews a single cloud of smoke directly in front of him. This is Forsburn's only move aside from Neutral Special or clone being broken that spreads smoke. Due to how active it is, it can be used to stuff out opponents from approaching head-on, although it is much laggier and less rewarding, making it harder to continue a combo from it. It can also be cancelled into from Jab for some extra damage at low percents, where his other tilts don't link.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihit | False | N/A | N/A | False | False | False | 4 | 0.5 | 1.0 | 1.0 | N/A | 4 | 2.000 | 2.57 | True | True | False | SpecifiedAngle |
Final | False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 6.000 | 4.65 | True | True | False | SpecifiedAngle |
Up Tilt
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Multihit | 2% | 9 | 10-11, 14-15 | 15 | 35 | N/A | 6.0 + 0.0 | 130 | 2 | Stun |
Multihit High | 2% | 9 | 10-11, 14-15 | 15 | 35 | N/A | 3.0 + 0.0 | 130 | 2 | Stun |
Final | 4% | 9 | 18-19 | 15 | 35 | N/A | 7.0 + 0.55 | 90 | 4 | Stun |
- Both the multihit and high multihit have a 0.5x SSDI multiplier.
Up Tilt is a decently long lasting anti-air, as well as an excellent combo starter. This move has a significant amount of hitsun, linking into itself, as well as true comboing into moves such as Back Air and Combust even past 100%. The drawback of this move comes from its limited range, only hitting directly above Forsburn.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihit | False | N/A | N/A | False | False | False | 5 | 0.5 | 1.0 | 1.0 | N/A | 5 | 2.000 | 1.67 | True | True | False | SpecifiedAngle |
Multihit High | False | N/A | N/A | False | False | False | 4 | 0.5 | 1.0 | 1.0 | N/A | 4 | 2.000 | 1.67 | True | True | False | SpecifiedAngle |
Final | False | N/A | N/A | False | False | False | 9 | Default | Default | 1.0 | N/A | 9 | 5.200 | 3.57 | True | True | False | SpecifiedAngle |
Down Tilt
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to
for KB)
will prevent accidental platform drops. + AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweet | 9% | 6 | 7-9 | 18 | 28 | N/A | 5.0 + 0.55 | 80 | 8 | Stun |
Sour | 7% | 6 | 7-9 | 18 | 28 | N/A | 4.8 + 0.55 | 50 | 6 | Stun |
Forsburn uses his dagger to perform a quick sweeping attack with decent range. The dagger's tip is a sweetspot, sending up, making it an excellent combo starter. The inner and middle hitboxes send outward, and while they can start tech chases around 55%, they aren't very useful otherwise.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 9.200 | 9.86 | True | True | False | SpecifiedAngle |
Sour | False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 7.600 | 7.08 | 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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweet | 8% | 8 | 9-10 | 26 | 39 | N/A | 6.5 + 0.6 | 70 | 7 | Stun |
Sour | 7% | 8 | 9-10 | 26 | 39 | N/A | 6.5 + 0.6 | 50 | 6 | Stun |
Top | 5% | 8 | 11-12 | 26 | 39 | N/A | 5.5 + 0.35 | 70 | 5 | Stun |
Forsburn leaps forward and slashes upwards with his dagger. Due to this move's speed and range, it can be a nice option for whiff punishing, with good reward if the opponent DIs in. If the opponent DIs out, it can potentially combo into another Dash Attack. Like most Dash Attacks, it's laggy and can be punished on whiff or shield.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | False | N/A | N/A | False | False | False | 9 | Default | Default | 1.0 | N/A | 9 | 8.400 | 8.42 | False | True | False | SpecifiedAngle |
Sour | False | N/A | N/A | False | False | False | 9 | Default | Default | 1.0 | N/A | 9 | 7.600 | 7.08 | False | True | False | SpecifiedAngle |
Top | False | N/A | N/A | False | False | False | 7 | Default | Default | 1.0 | N/A | 7 | 6.000 | 4.65 | False | True | False | SpecifiedAngle |
Strong Attacks
Forward Strong
Cape: ( Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+ )
StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Cape > Dagger: ( Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+ )
StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK) >
StrongDefault 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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Cloak Outer | 4% | 10+4 [14]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
15-19 | 27 [10]Regular endlag. [Minimum in-between frames before cancellable.] |
47 [30]Regular IASA. [Earliest cancellable frame.] |
N/A | 7.0 + 0.0 | 135 | 4 | Stun |
Cloak Mid | 4% | 10+4 [14]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
15-19 | 27 [10]Regular endlag. [Minimum in-between frames before cancellable.] |
47 [30]Regular IASA. [Earliest cancellable frame.] |
N/A | 7.0 + 0.0 | 125 | 4 | Stun |
Cloak Inner | 4% | 10+4 [14]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
15-19 | 27 [10]Regular endlag. [Minimum in-between frames before cancellable.] |
47 [30]Regular IASA. [Earliest cancellable frame.] |
N/A | 7.0 + 0.0 | 115 | 4 | Stun |
Dagger | 10% | 6*Can only happen after Cape. | 7-9 | 30 | 40 | N/A | 6.15 + 1.0 | 45 | 9 | Stun |
- On hit, Cape can be cancelled into Jab, Up Tilt, Forward Tilt, Down Tilt starting on frame 31. These can be reversed.
The first hit, Cape, is a large and fast disjoint, boasting an impressive range. It's a very powerful poke. Cape draws the opponent toward Forsburn. Cape can be cancelled on hit into his other moves to combo or pressure shields, making it one of Forsburn's most potent combo starters, especially useful given its incredible range, making it great at catching poor approaches from the opponent.
After Cape, by pressing StrongDefault Controls
Xbox:
GCN:
KB: again, Forsburn will perform a second hit, Dagger, a powerful KO option. This is useful for KOing fastfallers and heavies, but it can also lead to an offstage edgeguard sequence.
Of note, after performing Cape, Dagger will only occur after inputting StrongDefault Controls
Xbox:
GCN:
KB: with the stick in a horizontal (
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
) or neutral position. Forsburn will perform nothing if
StrongDefault Controls
Xbox:
GCN:
KB: is inputted with
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
or
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cloak Outer | False | N/A | N/A | False | False | False | 5 | Default | Default | 1.2 | N/A | 5 | 5.200 | 3.57 | True | True | True | SpecifiedAngle |
Cloak Mid | False | N/A | N/A | False | False | False | 5 | Default | Default | 1.2 | N/A | 5 | 5.200 | 3.57 | True | True | True | SpecifiedAngle |
Cloak Inner | False | N/A | N/A | False | False | False | 5 | Default | Default | 1.2 | N/A | 5 | 5.200 | 3.57 | True | True | True | SpecifiedAngle |
Dagger | False | N/A | N/A | False | False | False | 12 | Default | Default | 1.0 | N/A | 12 | 10.000 | 11.39 | False | True | False | SpecifiedAngle |
Up Strong
Cape: Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Cape > Dagger: Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
(Hold) +
StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK) >
StrongDefault 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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Cloak Outer Low | 4% | 10+4 [14]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
15, 19-20 | 23 [10]Regular endlag. [Minimum in-between frames before cancellable.] |
44 [30]Regular IASA. [Earliest cancellable frame.] |
N/A | 7.5 + 0.05 | 128 | 4 | Stun |
Cloak Outer High | 4% | 10+4 [14]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
15-20 | 23 [10]Regular endlag. [Minimum in-between frames before cancellable.] |
44 [30]Regular IASA. [Earliest cancellable frame.] |
N/A | 6.0 + 0.0 | 120 | 4 | Stun |
Cloak Inner | 4% | 10+4 [14]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
15-20 | 23 [10]Regular endlag. [Minimum in-between frames before cancellable.] |
44 [30]Regular IASA. [Earliest cancellable frame.] |
N/A | 7.5 + 0.05 | 100 | 4 | Stun |
Dagger | 10% | 4*Can only happen after Cape. | 5-7 | 30 | 38 | N/A | 7.0 + 1.12 | 90 | 9 | Stun |
Dagger Sour | 8% | 4*Can only happen after Cape. | 5-7 | 30 | 38 | N/A | 6.0 + 1.0 | 90 | 7 | Stun |
- On hit, Cape can be cancelled into Jab, Up Tilt, Forward Tilt, Down Tilt starting on frame 31. These can be reversed.
Similar to Forward Strong, the first hit, Cape, is a swing utilizing Forsburn's cape, although this time he swings the cape in an arc over his head, making it function more as a way to catch landing opponents and an anti-air. On hit, Cape can also be canceled into a Jab or a Tilt.
After Cape, by pressing StrongDefault Controls
Xbox:
GCN:
KB: again, Forsburn will perform a second hit, Dagger, a powerful KO option. Useful for KOing lightweights and floaties.
Of note, after performing Cape, the Dagger follow-up occurs only after inputting StrongDefault Controls
Xbox:
GCN:
KB: with the stick in the upwards position.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cloak Outer Low | False | N/A | N/A | False | False | False | 6 | Default | Default | 1.0 | N/A | 6 | 5.200 | 3.57 | True | True | True | SpecifiedAngle |
Cloak Outer High | False | N/A | N/A | False | False | False | 5 | Default | Default | 1.0 | N/A | 5 | 5.200 | 3.57 | True | True | True | SpecifiedAngle |
Cloak Inner | False | N/A | N/A | False | False | False | 6 | Default | Default | 1.0 | N/A | 6 | 5.200 | 3.57 | True | True | True | SpecifiedAngle |
Dagger | False | N/A | N/A | False | False | False | 13 | Default | Default | 1.0 | N/A | 13 | 10.000 | 11.39 | True | True | False | SpecifiedAngle |
Dagger Sour | False | N/A | N/A | False | False | False | 12 | Default | Default | 1.0 | N/A | 12 | 8.400 | 8.42 | True | True | False | SpecifiedAngle |
Down Strong
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to
for KB)
will prevent accidental platform drops. + StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
13% | 4+4 [8]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
9-10 | 40 | 51 | N/A | 6.5 + 1.1 | 70 | 11 | Stun |
Forsburn spins around and sweeps the ground around him. This is one of Forsburn's best kill moves, having low startup and good KO power. Down Strong hits on both sides of Forsburn at the same time, making it a great move for tech chasing or reading rolls. This move is very laggy, however, so it is risky to use outside of a finisher.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 13 | Default | Default | 1.0 | N/A | 13 | 12.400 | 16.49 | True | True | False | SpecifiedAngle |
Aerials
Neutral Air
While Airborne AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Hit 1 Base | 2% | 6 | 7-9 | 16 | 34 | 10 | 7.0 + 0.25 | 135 | 2 | Stun |
Hit 1 Tip | 3% | 6 | 7-9 | 16 | 34 | 10 | 8.0 + 0.2 | 50 | 3 | Stun |
Hit 2 | 2% | 6 | 11-13 | 16 | 34 | 10 | 7.0 + 0.25 | 10 | 2 | Stun |
Hit 3 | 4% | 6 | 15-17 | 16 | 34 | 10 | 6.0 + 0.5 | 45 | 4 | Stun |
- Hit 1 and Hit 2 have an 0.8x hitstun and hitfall stun multiplier.
This move hits in front of Forsburn, then behind, then front again. This is Forsburn's best approaching aerial, setting up into combos and being able to catch opponents on both sides of Forsburn. The opponent will end up diagonally above Forsburn, whether in front or behind, opening up Forsburn to all of his combo normals.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 Base | False | N/A | N/A | False | False | False | 7 | Default | Default | 0.8 | 0.8 | 7 | 3.600 | 1.67 | False | True | False | SpecifiedAngle |
Hit 1 Tip | False | N/A | N/A | False | False | False | 7 | Default | Default | 0.8 | 0.8 | 7 | 4.400 | 2.57 | False | True | False | SpecifiedAngle |
Hit 2 | False | N/A | N/A | False | False | False | 7 | Default | Default | 0.8 | 0.8 | 7 | 3.600 | 1.67 | False | True | False | SpecifiedAngle |
Hit 3 | False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | 1.0 | 8 | 5.200 | 3.57 | True | True | False | SpecifiedAngle |
Forward Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right. +
AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
6% | 6 | 7-9 | 11 | 21 | 9 | 6.0 + 0.5 | 65 | 5 | Stun |
- This move has a 0.85x hitstun multiplier.
A swift kick with low damage. The low knockback of this move allows it to combo into itself multiple times as well as other moves such as Up Air, Back Air, or Combust. Because of its low damage, it works at all percents, especially with HitfallHitfall
A tech in which the attacker can buffer a fastfall during hitpause. Exclusive to Rivals of Aether and Rivals of Aether II. to quickly link into other options. Good for corner carrying, whether to set up for platforms or an edgeguard.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 8 | Default | Default | 0.85 | 1.0 | 8 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Back Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right. +
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweet | 11% | 13 | 14-15 | 12 | 40 | 11 | 5.2 + 1.025 | 45 | 9 | Stun |
Sour | 4% | 13 | 16-27 | 12 | 40 | 11 | 5.2 + 0.4 | 45 | 4 | Stun |
One of Forsburn's best finishers. The tip of the dagger is a sweetspot, having incredible KO power. Though slow on startup, its range and disjointed nature makes it a decent shield pressure tool. This move is one of Forsburn's best combo enders, though it can also be used in neutral to take a stray kill against an opponent blindly running in.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | False | N/A | N/A | False | False | False | 12 | Default | Default | 1.0 | 1.0 | 12 | 10.800 | 13.00 | True | True | False | SpecifiedAngle |
Sour | False | N/A | N/A | False | False | False | 7 | Default | Default | 1.0 | 1.0 | 7 | 5.200 | 3.57 | 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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Early Tip | 7% | 7 | 8-11 | 20 | 38 | 11 | 4.25 + 0.85 | 85 | 6 | Stun |
Early Base | 6% | 7 | 8-11 | 20 | 38 | 11 | 4.25 + 0.75 | 77 | 5 | Stun |
Late Tip | 5% | 7 | 12-17 | 20 | 38 | 11 | 4.0 + 0.55 | 80 | 5 | Stun |
Late Base | 5% | 7 | 12-17 | 20 | 38 | 11 | 4.0 + 0.5 | 72 | 5 | Stun |
- This move has a 0.92x hitstun multiplier and a 0.925x hitstun multiplier.
Similar to Forward Air, Up Air is a very quick move with low damage, knockback, and endlag. One of Forsburn's good juggle tools, it serves as another staple of Forsburn's combo game. Its disjoint allows it to also contest opponents attacking from above without being grounded, making it a useful anti-air. Because of its speed, this can be used incredibly well with hitfallingHitfall
A tech in which the attacker can buffer a fastfall during hitpause. Exclusive to Rivals of Aether and Rivals of Aether II. as it can allow you to chain into another follow up smoothly.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early Tip | False | N/A | N/A | False | False | False | 10 | Default | Default | 0.92 | 0.925 | 10 | 7.600 | 7.08 | True | True | False | SpecifiedAngle |
Early Base | False | N/A | N/A | False | False | False | 9 | Default | Default | 0.92 | 0.925 | 9 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Late Tip | False | N/A | N/A | False | False | False | 8 | Default | Default | 0.92 | 0.925 | 8 | 6.000 | 4.65 | True | True | False | SpecifiedAngle |
Late Base | False | N/A | N/A | False | False | False | 8 | Default | Default | 0.92 | 0.925 | 8 | 6.000 | 4.65 | True | True | False | SpecifiedAngle |
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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweet | 10% | 11 | 12-14 | 21 | 38 | 12 | 4.8 + 0.7 | 35 | 9 | Stun |
Spike | 11% | 11 | 15-16 | 21 | 38 | 12 | 6.0 + 0.5 | 285 | 9 | Stun |
Forsburn sweeps downwards with his dagger. This move sends upward, but it has a sweetspot which acts as a spike, sending the opponent down. Both sour and sweetspot are useful for many things, including catching wakeup options and edgeguarding.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | False | N/A | N/A | False | False | False | 9 | Default | Default | 1.0 | 1.0 | 9 | 10.000 | 11.39 | True | True | False | SpecifiedAngle |
Spike | False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | 1.0 | 8 | 10.800 | 13.00 | True | True | False | SpecifiedAngle |
Specials
Neutral Special - Smoke Spewer
Regular: 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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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N/A | 9 | 15-110Roughly, anyway. It's messier with timing how smoke spawns. The first smoke spawns at frame 15, and Forsburn's mane turns red on frame 105. | 21 | 30 | N/A | N/A | N/A | N/A |
- This move cannot be accessed while Decoy is out.
Forsburn's mane turns dark, and smoke clouds are emitted all around him. Moving around during this spreads the smoke in a trail-like fashion. When Forsburn stops emitting smoke, his mane goes back to his normal color.
While hidden in smoke, Forsburn goes completely invisible. He also makes no audio cues. However, he can take the following actions while remaining completely invisible:
- Standing still
- Walking, running, dashing (and turnarounds)
- Jumping (short hop, full hop, double jump, wall jump)
- Falling (not including Teleport pratfall)
- Platform dropping
- Ledge slip (slideoff, air taunt, shield pushoff)
- Dropping from ledge
- Airdodge, wavelanding, wavedashing
- Activating Decoy
The following actions by Forsburn will cause him to become visible:
- Being hit/grabbed by an opponent
- Crouching
- Shield, roll, parry, spotdodge
- Grabbing ledge and all ledge actions that are not ledge drop, including Ledge Attack and Ledge Special
- Knockdown, and all getup options
- In hitstun
- Tech options
- Taunt
- Jab, Tilts, Dash Attack, Strongs, Aerials
- Grabs
- Neutral Special (while his mane is darkened)
- Calling for Decoy to perform a Decoy throw
- Teleport startup
- Consume
Notably, because activating Decoy will not reveal him, the opponent cannot be certain when distinguishing between Forsburn and his Decoy if one emerges from smoke. Forsburn can mix up his approaches from smoke, whether it be dropping from a platform, hiding a grounded approach, or going for a crossup.
Smoke is also an incredibly important recovery resource. Using Teleport into smoke makes Forsburn immediately actionable, meaning that smoke offstage allows for Forsburn to have a stronger offstage presence, both in recovery and edgeguarding.
Perhaps most importantly, however, is that smoke is what enables Forsburn's Consume, an important resource to keep track of. It can be a complicated task to juggle between finding spots to put out smoke, especially when contesting against opponents with large, fast hitboxes, or incredibly active and fast projectiles.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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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 |
Empowered: SpecialDefault Controls
Xbox:
GCN:
KB: with all Consume charges
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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N/A | 9 | 10 | 10 | 21 | N/A | N/A | N/A | N/A |
When empowered with full Consume, Forsburn instantly spreads a big circle of smoke. This can be used in a multitude of ways, including providing Forsburn a last second mixup for recovery, or a quick escape option. Notably, using empowered smoke gives Forsburn another midair jump, even if he has already using his midair jump offstage. Empowered smoke is generally the most niche of his empowered Specials, however, given the offensive prowess of his Decoy and Combust.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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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 |
Forward Special - Decoy
Summon Decoy: Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
Change Decoy Mode: SpecialDefault Controls
Xbox:
GCN:
KB: while Decoy is active
Pop: Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB: while Decoy is active
Decoy Throw: Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB: while Decoy is active (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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Splitting | N/A | 20 | 21-28 | 7 | 36 | N/A | N/A | N/A | N/A | |
Dagger | 6% | 16 + 5 [21]Startup, Launch. | 22-28 | 8 + 20Stalled Recovery, Recovery. | 57Forsburn can start grabbing ledge on frame 37. | N/A | 6.0 + 0.65 | 45 | 5 | Stun |
Pop | 8% | 4 | 5-8 | 14 | 23 | N/A | 6.0 + 0.1 | 0 | 7 | Stun |
Forsburn splits into two images of himself, one being the real Forsburn and the other being a clone. The player can choose which side the Decoy comes out of by simply inputting Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
or
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
when using this move. If this move is used within smoke, Forsburn remains completely invisible, and the move is inaudible.
Forsburn's Decoy is a complicated subject. The clone does not have access to all of Forsburn's movement options. The Decoy will only run, walk, or jump, constantly moving relative to the opponent. It will tend to jump early to avoid grabbing ledge, and it can use Up Special if offstage to recover, but it cannot grab ledge. If the Decoy falls into the blastzone, it will activate the death effect. The Decoy will automatically deactivate if Forsburn is KOed, if either the Decoy or Forsburn are hit, or if Forsburn uses Getup Special or Ledge Special.
It's possible to change the AI of the Decoy as well, depending on the situation. Inputting Change Decoy Mode while Decoy is out will make it switch between passive and aggressive mode, where passive mode will make it run away from the opponent, and aggressive mode will make it run towards the opponent. Holding SpecialDefault Controls
Xbox:
GCN:
KB: while spawning Decoy will prevent it from jumping, which can be useful for having the Decoy to drop straight down.
Inputting the Decoy Throw while next to the Decoy will cause it to grab Forsburn and launch him forward before disappearing, with Forsburn having a brief dagger slash while travelling. Holding Forward Special when the clone is out will make it run to Forsburn, then grab and launch him if the input is still held.
Inputting Pop during Decoy will explode it for a small amount of damage and hitstun, similar to Combust but much weaker. This hit is unique in that it has a radial angle, always sending away from the center of the Decoy.
Decoy can be used to complicate approaches, especially because of the constant threat of Pop, potentially putting the opponent into frame disadvantage for Forsburn to get an opening. Mimicking the approach of your clone can be a powerful mindgame, and once you get in, your Decoy can serve as a combo extension with Pop.
It can also improve Forsburn's recovery. It briefly stalls Forsburn in the air while he splits into two, giving him more time to recover off stage. It can be useful to use your own Decoy to throw you to get to stage, but don't underestimate Teleport to get you back to stage as well, since recovering with a Decoy can overwhelm the opponent's edgeguarding options, as they often are unable to cover both options at once.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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Splitting | 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 |
Dagger | False | N/A | N/A | False | False | False | 9 | Default | Default | 1.0 | N/A | 9 | 6.800 | 5.82 | False | True | False | SpecifiedAngle |
Pop | True | N/A | N/A | False | False | False | 9 | Default | Default | 1.0 | N/A | 9 | 8.400 | 8.42 | True | True | False | AwayFromHostCenter |
Splitting:
- On frame 1, Forsburn's velocity freezes at (0,0). Forsburn decides which direction he appears in by the direction being held on frame 11. Forsburn will begin falling on frame 29, and fastfall can be inputted starting on frame 36. Superclone variant can be fastfell on frame 32.
Superclone: Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB: with all Consume charges
Superclone Attack: SpecialDefault Controls
Xbox:
GCN:
KB: while Superclone is active
Superclone Combust: Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB: while Superclone is active
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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Combust (Sweet) | 12% | 9 | 10-14 | 14 | 29 | N/A | 6.0 + 0.75 | 0 | 10 | Stun |
Combust (Sour) | 10% | 9 | 10-14 | 14 | 29 | N/A | 5.5 + 0.6 | 0 | 9 | Stun |
When empowered with full Consume, this move will instead create a Superclone, a powered up version of Decoy with some unique quirks. Most notably, this Superclone can use all of Forsburn's attacks. Inputting SpecialDefault Controls
Xbox:
GCN:
KB: will force the Decoy to attack, otherwise the Decoy attacks automatically. This Superclone is also permanently on aggressive mode, unable to change its AI.
Unlike regular Decoy, if Forsburn is attacked, Superclone will not disappear. It will also not disappear when Decoy Throw is inputted. It can still disappear if the opponent hits it, or if Forsburn uses Getup Special or Ledge Special, but it will leave behind a bigger cloud of smoke. The Superclone variant of Pop becomes Combust, which while not as strong as Forsburn's own Combust, is still incredibly potent and can be a potential kill move.
The threat of Superclone Combust makes your offstage game potent, since you can send your superclone Decoy over the edge to Combust and spike them, while remaining completely safe yourself. It also gives you more options during tech chases, being able to put on free shield pressure and stage control. The flashiest Forsburns can make a puppet character out of this Superclone, perfoming devastating combos.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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Combust (Sweet) | False | N/A | N/A | False | False | False | 15 | Default | Default | 1.0 | N/A | 15 | 11.600 | 14.70 | True | True | False | AwayFromHostCenter |
Combust (Sour) | False | N/A | N/A | False | False | False | 14 | Default | Default | 1.0 | N/A | 14 | 10.000 | 11.39 | True | True | False | AwayFromHostCenter |
Combust (Sour):
- All of these "362" angles are technically stored as 0, but 362 is more familiar and gets the point across rather than a deceptive 0.
Up Special - Smokey Teleport
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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8% | 18 + 20 + 5 [43]Startup, Travel, Startup 2. | 44-48 | 20*This is Forsburn's grounded recovery. If Forsburn is still in the air by frame 79, he will enter pratfall. Otherwise, he will enter grounded recovery. | 19*If Forsburn is travelling downward, he can immediately grab ledge during travel while invisible. / 59*This is when Forsburn can grab ledge post-travel. | 10 | 8.0 + 0.5 | 80 | 7 | Stun |
- This move cannot be empowered by Consume.
- Forsburn enters pratfall after this move is used.
Forsburn disappears for a small amount of time, teleporting and then reappearing with a small explosion in the direction held by the player. If no direction is held, Forsburn will reappear in place. This can be shortened by tilting the left stick. Forsburn can grab ledge during travel if he is moving downward, otherwise he can only grab ledge after reappearing.
If this move is used into a smoke cloud, Forsburn will become instantly actionable as well as snapping to the center of the cloud, and Forsburn will become instantly grounded if he teleports into a grounded smoke cloud. Forsburn can do this once per airtime, but he regains this upon hitting the opponent or landing on stage. He does not reset this cooldown upon grabbing ledge.
This move is omnidirectional, and it is Forsburn's primary form of recovery. Using Teleport to move into a smoke cloud gives him a wide array of mixups both onstage and offstage, and it also makes his edgeguarding game especially potent, as he can spend a long time offstage, especially when combined with Pummel Special.
When holding a downward angle, Teleport has a ledge grab box. This grants Forsburn a powerful ledge refresh technique, known as the ForsLIL.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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False | ReverseMomentum | N/A | False | False | False | 9 | Default | Default | 0.85 | N/A | 9 | 8.400 | 8.42 | True | True | False | SpecifiedAngle |
Down Special - Consume / Combust
Consume: Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB: while in smoke
Failed Consume: Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB: +
ShieldDefault Controls
Xbox:
GCN:
KB: /
ParryDefault Controls
Xbox:
GCN: /
+
KB: or
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB: outside of smoke
-
Consume
-
"Yippee!"
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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Inhale | N/A | 8 | 9-18 | 24 | 43 | N/A | N/A | N/A | N/A | |
Failed | N/A | 8 | N/A | 5 | 14 | N/A | N/A | N/A | N/A |
- This move cannot be accessed while Decoy is out, instead becoming Pop.
Forsburn inhales a nearby cloud of smoke. After using Consume on three clouds of smoke, his fur changes color, and all of the Forsburn's smoke on the battlefield is removed, making Forsburn empowered.
While Forsburn is empowered, he gets access to new Specials, but no smoke can be generated, immediately despawning if any attempt is made. Learning when to Consume charges can be difficult, since it can be difficult to balance where to find Consumes, as well as losing access to his regular Specials.
If Forsburn attempts to Consume but is outside of smoke or cancels it by inputting ShieldDefault Controls
Xbox:
GCN:
KB: when startup finishes, Forsburn instead briefly fails to consume any smoke, doing a brief "Yippee" gesture. This is important for Forsburn to turn around mid-air and reverse his momentum, including giving him access to a powerful ledge technique called the Mirage Jump.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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Inhale | 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 |
Failed | 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 |
Combust: Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB: with all Consume charges
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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Combust (Sweet) | 10% | 10 | 11-15 | 20 | 36 | N/A | 7.0 + 1.0 | 0 | 9 | Stun |
Combust (Sour) | 7% | 10 | 11-15 | 20 | 36 | N/A | 5.5 + 0.85 | 0 | 6 | Stun |
When empowered, Forsburn will set all the smoke inside his body on fire, creating a quick and powerful explosion. This is one of Forsburn's premier KO tools, having fast frame data and a large hitbox.
Combust can kill at shockingly early percents, and it is a reliable combo finisher. Combust has a unique knockback angle, sending the opponent depending on where the opponent is relative to Forsburn, similar to Zetterburn's Shine and
Clairen's NFZ. This makes the move a complex DI mixup, since it can send toward, away, above, or below stage, so use that to your advantage. It can be a strong edgeguard tool, spiking recovering opponents, but remember, it can really fit in anywhere.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Combust (Sweet) | False | ReverseMomentum | N/A | False | False | False | 12 | Default | Default | 1.0 | N/A | 12 | 10.000 | 11.39 | True | True | False | AwayFromHostCenter |
Combust (Sour) | False | ReverseMomentum | N/A | False | False | False | 11 | Default | Default | 1.0 | N/A | 11 | 7.600 | 7.08 | True | True | False | AwayFromHostCenter |
Combust (Sweet):
- All of these "362" angles are technically stored as 0, but 362 is more familiar and gets the point across rather than a deceptive 0.
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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Grab | N/A | 6 | 7-8 | 23 | 32 | N/A | N/A | N/A | N/A | |
Dash Grab | N/A | 9 | 10-11 | 27 | 39 | N/A | N/A | N/A | N/A | |
Pivot Grab | N/A | 9 | 10-11 | 30 | 42 | N/A | N/A | N/A | N/A |
Forsburn's Grab is finicky. While he's one of the best characters at getting Grabs off hits due to his versatile normals, he struggles with extended follow ups due to his lackluster throw game. Most of his Throws end the combo on DI out, which means that Forsburn has to find ways to make his Throws work. That doesn't mean that Grab should be avoided, of course, since it is the most direct option against shield and out of shield.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
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 |
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 |
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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read 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 | 7 | Stun |
Forsburn strikes the opponent with the hilt of his dagger, and deals a fair amount of damage.
By landing a Pummel Attack, Forsburn can combo Down Throw into another Grab, or extend Grab techchases after multiple Throws.
This functions as a 50/50 with Pummel Special when tech chasing, as both allow Forsburn to continue grabbing afterwards.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 4 | Default | Default | 1.0 | N/A | 4 | 8.400 | 8.42 | False | False | True | SpecifiedAngle |
Pummel Special
GrabDefault Controls
Xbox:
GCN:
KB: >
SpecialDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
2% | 10 | 11-12, 13-14, 15-16 | 20 | 37 | N/A | 4.0 + 0.0 | 45 | 2 | Stun |
- Generates smoke, unless Forsburn has full Consume charges.
Forsburn blows smoke at the opponent, causing it to spread around the opponent for a few seconds, even after being thrown. While niche, this can be a practical option for Forsburn. This can be useful against opponents when throwing them off for an edgeguard, as it enables Forsburn to gain additional smoke offstage for stronger recovery.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 4 | Default | Default | 1.0 | N/A | 4 | 3.600 | 1.67 | False | False | True | 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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
6% | 30 | 31 | 25 | 57 | N/A | 9.0 + 0.35 | 55 | 5 | Stun |
- Always tumbles.
High angled throw.
This sends farther than Down Throw, meaning that it can start working earlier on trapping opponents in the corner in tech situations, especially on DI out. It also works well against floaties who don't land on the ground in time on DI in, able to capitalize using Forward Strong.
Forsburn leaps into the air, and he does a downward slash at the opponent. Sends to the front of Forsburn.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | True | 9 | Default | Default | 1.0 | N/A | 9 | 6.800 | 5.82 | False | True | True | SpecifiedAngle |
Back Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right.
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
6% | 30 | 31 | 26 | 57 | N/A | 9.0 + 0.5 | 140 | 5 | Stun |
- Always tumbles.
Standard edgeguard throw, even able to kill at ledge if the opponent is at high enough percent. That's about it, though, all of his other Throws are generally better.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | True | 10 | Default | Default | 1.0 | N/A | 10 | 6.800 | 5.82 | False | True | True | SpecifiedAngle |
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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
3% | 17 | 18 | 33 | 52 | N/A | 9.0 + 0.5 | 82 | N/A | N/A |
- Always tumbles.
An upwards combo throw.
For some reason, people tend to miss the DI on this Throw more than his other Throws. This can lead into aerial combos at low percents, and it can kill on Combust if the opponent DIs in. This is best to go for if DI out leads to the opponent landing on the platform as well, allowing Forsburn to cover all DIs.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 | True | True | N/A |
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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
6% | 13 | 14 | 19 | 34 | N/A | 8.0 + 0.23 | 45 | 5 | Stun |
- Always tumbles.
Forsburn's fastest throw by far.
This throw is basically unreactable, meaning that it's easy to catch the opponent slipping with poor DI. On DI out, this can lead to a run off Combust as a kill option. If the opponent techs from landing on stage, Forsburn can cover all three tech options with Down Strong reliably. This isn't a combo starter Throw, but Forsburn can cash out and bail from it.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | True | 7 | Default | Default | 1.0 | N/A | 7 | 6.800 | 5.82 | 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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
6% | 25 | 26-29 | 26 | 56 | N/A | 8.0 + 0.3 | 45 | 5 | Stun |
- Intangible between frames 1-29.
- Ledge is no longer occupied starting on frame 31.
Forsburn slashes at the ground while getting up from ledge.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Ledge Special
During Ledgehang 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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Thrown (Travel) | 4% | 7 + 13 + 20 [40]Startup. Leap. Throw/thrown startup. | 41-50Technically, Forsburn can actually go forever, but his current metrics make him land in 10 frames. | 25 | 79 | N/A | 10.0 + 0.0 | 320 | 4 | Stun |
Thrown (Landing) | 5% | 7 + 13 + 20 [40]Startup. Leap. Throw/thrown startup. | 51-53See Thrown (Travel) for why this starts on frame 31. | 25 | 79 | N/A | 10.0 + 0.3 | 60 | 5 | Stun |
Throw (Decoy Explosion) | 8% | 7 + 13 + 20 [40]Startup. Leap. Throw/thrown startup. Throw recovery of 45, but typically lands on frame 29. Landing of 20 frames. Thrown active for 10 frames typically, 3 frames of landing, recovery of 25 frames. | 51-54See Throw (Travel) for why this starts on frame 31. | 29 + 20 [49]Throw recovery and landing lag. This happens right after the throw startup. Technically, it should be 45 frames of throw recovery, but Forsburn lands on frame 29 of the window. | 90 | N/A | 10.0 + 0.3 | 60 | 7 | Stun |
- Intangible between frames 1-39.
- Ledge is no longer occupied starting on frame 16.
Forsburn jumps forward and throws a clone at a downwards angle before hopping back slightly. The clone explodes on impact. Holding forward during this will instead have a clone toss Forsburn, landing in a quick swipe with low knockback that can start combos.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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Thrown (Travel) | False | N/A | N/A | False | False | False | 7 | Default | Default | 1.0 | N/A | 7 | 5.200 | 3.57 | False | False | True | SpecifiedAngle |
Thrown (Landing) | False | N/A | N/A | False | False | False | 9 | Default | Default | 1.0 | N/A | 9 | 6.000 | 4.65 | True | True | False | SpecifiedAngle |
Throw (Decoy Explosion) | False | N/A | N/A | False | False | False | 9 | Default | Default | 1.0 | N/A | 9 | 8.400 | 8.42 | False | True | False | SpecifiedAngle |
Getup Attack
During Knockdown AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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6% | 17 | 18-20, 26-28 | 22 | 51 | N/A | 9.0 + 0.25 | 45 | 5 | Stun |
- Intangible between frames 1-28.
Forsburn slashes behind him, then in front.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Getup Special
During Knockdown 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 FramesThe number of 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. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
8% | 23 + 5 [28]Startup 1 and Startup 2. Left or right direction within the first 23 frames determines where Forsburn attacks from. | 29-33 | 40 | 74 | N/A | 9.0 + 0.25 | 45 | 7 | Stun |
- Intangible between frames 1-27.
Forsburn gets up with two images of himself which will both attack, with the clone disappearing after the attack. Holding Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
or
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
will change which direction the real Forsburn will appear in.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 8.400 | 8.42 | False | True | False | SpecifiedAngle |
Cosmetics
Default
Doberman
Unlocked at Character Level 50. Cannot be purchased in the shop.
Default | Red | Blue | Green |
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Unlocked at Character Level 50 | Unlocked at Character Level 50 | Unlocked at Character Level 50 | Unlocked at Character Level 50 |
Abyss
Unlocked at Character Level 100. Cannot be purchased in the shop.
Default | Red | Blue | Green |
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Unlocked at Character Level 100 | Unlocked at Character Level 100 | Unlocked at Character Level 100 | Unlocked at Character Level 100 |
Retro
Kickstarter Backer exclusive skin.
Default | Red | Blue | Green |
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Kickstarter Backer exclusive | Kickstarter Backer exclusive | Kickstarter Backer exclusive | Kickstarter Backer exclusive |
Aardwolf
Common Tier skin available for purchase in the rotating Coin Shop or in the Bucks Shop.
Default | Red | Blue | Green |
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Purchasable in the Coin Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Dalmatian
Common Tier skin available for purchase in the rotating Coin Shop or in the Bucks Shop.
Default | Red | Blue | Green |
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Purchasable in the Coin Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Wasteland
Rare Tier skin available for purchase in the Bucks Shop.
Default | Red | Blue | Green |
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Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Krampus
Rare Tier skin available for purchase in the Bucks Shop or in the Winter Festival Event Bundle.
Default | Red | Blue | Green |
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Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Primal (Prehistoric)
Rare Tier skin available for purchase in the Bucks Shop or in the Primal Event Bundle.
Default | Red | Blue | Green |
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Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Opera
Rare Tier skin available for purchase in the Bucks Shop or in the Lovestruck Bundle.
Default | Red | Blue | Green |
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Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
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To edit frame data, edit values in RoA2/Forsburn/Data. |

Essentials
• How to Play • Controls • System Mechanics •
• Stages • HUD • Training Mode •
Detailed & Advanced Information
• Universal Strategy • Frame Data Explanation • Esoterica •
• Gameplay Recording • Character Stats •
Archived Information
• FAQ • Patch Notes • Discords •
Customization
• Icons • Emotes • Character Progression •