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Overview

Forsburn
Weight:95
Ground Speed:The speed the character travels on the ground.Walk: 9.2

Dash: 20.0

Run: 17.0
Air Speed:The speed the character travels at in the air.11.3
Falling Speed:The speed the chracter falls in the air.27.0 (Fast Fall: 34.0)
Jump Height:338.161
Overview
Forsburn is a deception character who has an incredibly strong mixup game, with an emphasis on tricking the opponent, using his high combo potential for a powerful punish game. Despite lacking a projectile or extremely disjointed normals, he can use his Specials to create a complicated neutral game around his deception, being able to bait and punish effectively. He is most effective when played patiently and waiting for his opponent to approach, launching unexpected attacks from his smoke. He can capitalize on his opponent's mistakes with his strong combo tools both on the ground and in the air (notably with his Dash Attack chains as well as his Up Air and Forward Air juggles) and potent KO options. The opponent cannot just run away forever, however, since Forsburn can Consume his own smoke to gradually unlock Combust, a fast KO option, making him a ticking time bomb.

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.

Summary
Forsburn decieves opponents with smokescreens and decoys to beguile and overwhelm, leaving his foes open to a flurry of savage blows and lethal finishers.
Pros Cons
  • Great Buttons: His Cape gives him great range in his hits, and he has fast Tilts and Aerials to combo freely with into his great kill options.
  • Deceptive: Lots of mindgames can be played with smoke and decoys.
  • Combust: With smoke charges, he has a fast, big, strong finisher, giving him great comeback potential.
  • Shield Pressure: Forsburn's Back Air and Down Air are particularly safe on shield. Many of Forsburn’s hits are also incredibly bruising on shield, leading to potential shield breaks.
  • Out of Shield: Forsburn’s Neutral Air is incredibly active, and he also can reposition quite far with his long wavedash out of shield.
  • Resource Management: While his normals are easy, his Smoke and Decoy are not as straightforward, and it takes a lot of time to get good with.
  • Recovery: He’s pretty easy to hold ledge against compared to others, making his offstage game considerably more risky.
Smoke Screen
Forsburn can use his Neutral Special, Forward Tilt, and Pummel Special to spread smoke, obscuring the battlefield. When inside of smoke, Forsburn will be fully invisible. Forsburn can move freely and remaining invisible, but he will reveal himself if he takes any other actions, including shielded options and attacks (with exceptions). Smoke can be cleared with direct attacks and projectiles from other characters.

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.

Decoy
Using his Side Special, Forsburn can create a Decoy of himself that will run and jump around opponents. This Decoy has a special AI, and Forsburn can manipulate the Decoy AI to an extent depending on inputs. Forsburn cannot switch positions with this Decoy, however, and the clone cannot attack (with the exception of Forsburn activating Down Special on it, known as pop. If Forsburn or the Decoy is hit, the clone will break into smoke.

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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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

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.
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.
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.
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.
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.
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.
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.
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

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

Doberman

Unlocked at Character Level 50. Cannot be purchased in the shop.

Default Red Blue Green
Forsburn's Default Doberman Palette Forsburn's Red Team Doberman Palette Swap Forsburn's Blue Team Doberman Palette Swap Forsburn's Green Team Doberman Palette Swap
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
Forsburn's Default Abyss Palette Forsburn's Red Team Abyss Palette Swap Forsburn's Blue Team Abyss Palette Swap Forsburn's Green Team Abyss Palette Swap
Unlocked at Character Level 100 Unlocked at Character Level 100 Unlocked at Character Level 100 Unlocked at Character Level 100

Retro

Kickstarter Backer exclusive skin.

Default Red Blue Green
Forsburn's Default Retro Palette Forsburn's Red Team Retro Palette Swap Forsburn's Blue Team Retro Palette Swap Forsburn's Green Team Retro Palette Swap
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
Forsburn's Default Aardwolf Palette Forsburn's Red Team Aardwolf Palette Swap Forsburn's Blue Team Aardwolf Palette Swap Forsburn's Green Team Aardwolf Palette Swap
Purchasable in the Coin Shop Comes with purchase of this skin Comes with purchase of this skin Comes with purchase of this skin

Dalmatian

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

Default Red Blue Green
Forsburn's Default Dalmatian Palette Forsburn's Red Team Dalmatian Palette Swap Forsburn's Blue Team Dalmatian Palette Swap Forsburn's Green Team Dalmatian Palette Swap
Purchasable in the Coin Shop Comes with purchase of this skin Comes with purchase of this skin Comes with purchase of this skin

Wasteland

Rare Tier skin available for purchase in the Bucks Shop.

Default Red Blue Green
Forsburn's Default Wasteland Palette Forsburn's Red Team Wasteland Palette Swap Forsburn's Blue Team Wasteland Palette Swap Forsburn's Green Team Wasteland Palette Swap
Purchasable in the Bucks Shop Comes with purchase of this skin Comes with purchase of this skin Comes with purchase of this skin

Krampus

Rare Tier skin available for purchase in the Bucks Shop or in the Winter Festival Event Bundle.

Default Red Blue Green
Forsburn's Default Krampus Palette Forsburn's Red Team Krampus Palette Swap Forsburn's Blue Team Krampus Palette Swap Forsburn's Green Team Krampus Palette Swap
Purchasable in the Bucks Shop Comes with purchase of this skin Comes with purchase of this skin Comes with purchase of this skin

Primal (Prehistoric)

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

Default Red Blue Green
Forsburn's Default Prehistoric Palette Forsburn's Red Team Prehistoric Palette Swap Forsburn's Blue Team Prehistoric Palette Swap Forsburn's Green Team Prehistoric Palette Swap
Purchasable in the Bucks Shop Comes with purchase of this skin Comes with purchase of this skin Comes with purchase of this skin

Opera

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

Default Red Blue Green
Forsburn's Default Opera Palette Forsburn's Red Team Opera Palette Swap Forsburn's Blue Team Opera Palette Swap Forsburn's Green Team Opera Palette Swap
Purchasable in the Bucks Shop Comes with purchase of this skin Comes with purchase of this skin Comes with purchase of this skin

Navigation

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


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