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Overview

Kragg
Weight:108
Ground Speed:The speed the character travels on the ground.Walk: 8.5

Dash: 16.3

Run: 16.3
Air Speed:The speed the character travels at in the air.11.33
Falling Speed:The speed the chracter falls in the air.31.16 (Fast Fall: 37.2)
Jump Height:-
Overview
Kragg is a character that strikes fear into all the hearts of his opponents. He has some of the strongest moves in the game, with an incredibly hard-hitting Forward Strong and Up Strong, as well as a fearsome Forward Air and aerial Down Special, but he also has arguably some of the best aerials in the game, with an incredibly versatile Neutral Air and Back Air. His normals are all very good at overwhelming the opponent with quick links, able to steal stocks in a matter of hits on poor DI.

Kragg also has a very reliable recovery. His Up Special grants him a pillar to jump off, and combined with his Up Special and Forward Special leaps, it can be very difficult for an opponent to challenge Kragg off-stage, or edgeguard him, especially due to his heavy fastfaller trait. Perhaps his most notorious trait, however, is his Rock, a large projectile that provides great stage control and combo extension. It can also be broken into shards, giving further control over opponents and forcing them into defensive options.

Kragg is a very solid character for new players to learn. He has high survivability, a forgiving recovery, and a less polarizing gameplan revolving around kill confirms. However, Kragg can struggle with zoning and being camped out by other characters, and his Specials all lose to ParryDefault Controls
Xbox:
GCN: / +
KB:
quite badly. Although it can be difficult for him to approach, Kragg has the tools to rack up a lot of percent on an opponent when he gets an opportunity.

Summary
Kragg is a beefy powerhouse with huge moves and constructs of earth he can use to influence the playing field.
Pros Cons
  • Big Range: Kragg has big moves to combo, pressure, and kill his opponent with.
  • Strong: He has some absurdly early kills off of reads, and he has no shortage of kill options.
  • Good Shield: Neutral Air and Back Air are very fast combo starters that Kragg can use out-of-shield, making it hard for opponents to pressure his shield.
  • Heavyweight: Kragg survives a lot longer than most characters.
  • Beginner Recovery: If Kragg is offstage, he can summon a pillar to stand on and take his time recovering if he needs to. Against more skilled opponents, however, he can be easily gimped if he takes too long or acts too predictably.
  • Throw Game: Kragg has a command grab, a fast chaingrab, and some nightmare confirms off of his Throws.
  • Fast Frame Data: Kragg’s attacks are fast, including his rock throws, which can be difficult to react to.
  • Big: It can be easy for opponents to land stray hits on Kragg and combo him due to his size.
  • Slow Movement: If an opponent keeps running away, Kragg struggles to chase them down due to his slow running and air speed.
  • Committal Projectiles: Kragg’s Down Special and Neutral Special rock throw can be easily parried on reaction from far away. His rock pull is also relatively slow and can be punished if used too close to an opponent.
Rock
Kragg can pull a rock out of the ground and hurl it at opponents. While the rock is travelling, it has an active hitbox until it lands, bouncing against any hurtbox it collides with. Non-Kragg characters cannot grab the rock. If stationary, the rock becomes a solid piece of stage that will serve as a wall, a floor, or a ceiling, making it techable and collidable. Any hitboxes that intersect with it will cause the rock to break into shards, small hitboxes that will be sent at an angle depending on the hitbox that connected with the rock. Both Kragg and other characters can break it. For more info, see Neutral Special.
Earth Pillar
Kragg summons a pillar of earth to his feet regardless of where he is, giving him back his double jump, airdodge, and a single Rock Pull. Kragg is on a timer, however, and once he commits to recovering with Up Special or Side Special again, the pillar will break, and Kragg can fall to his death if he stands on the pillar while it is broken by another hitbox. For more info, see Up 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% 5 6-7 16 [3]Regular endlag.
[In-between frames before this Jab can be cancelled.]
24 [11]Regular IASA.
[Earliest Jab cancellable frame.]
N/A 4.0 + 0.0 45 3 Stun
Jab 2 3% 5 6-7 18 [3]Regular endlag.
[In-between frames before this Jab can be cancelled.]
26 [11]Regular IASA.
[Earliest Jab cancellable frame.]
N/A 4.0 + 0.0 60 3 Stun
Jab 3 6% 5 6-8 26 35 N/A 6.5 + 0.625 45 5 Stun
  • Jab 1 can be cancelled into Jab 2 and Tilts starting on frame 17.
  • Jab 2 can be cancelled into Jab 3 and Tilts starting on frame 17.
  • Jab 1 and Jab 2 can be auto-floorhugged.

Kragg's fastest standing move (tied with Down Tilt) and a good get-off-me tool that can link into his three hit Jab combo or one of his Tilts. The full jab combo is unsafe if blocked, canceling the first or second Jab into a Down Tilt is recommended if the opponent is shielding. Jab 3 has a surprising amount of knockback and can kill or lead to an edgeguard at higher percents.


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 4 Default Default 1.0 N/A 4 4.400 2.57 True True True SpecifiedAngle
Jab 3 False N/A N/A False False False 9 Default Default 1.0 N/A 9 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:

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.
7% 11 12-14 18 33 N/A 6.25 + 0.7 45 6 Stun

A long backhand swipe that sends opponents away horizontally. Good when used out of a cancelled Dash Attack to send opponents off stage and set up for 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 10 Default Default 1.0 N/A 10 7.600 7.08 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.
Hit 1 3% 7 8-9 21 37 N/A 8.0 + 0.0 150 3 Stun
Hit 2 7% 7 12-15 21 37 N/A 7.0 + 0.7 90 6 Stun
  • Always tumbles.

Arguably Kragg's best combo starter. It has a huge hitbox above and behind, allowing him to scoop opponents on the ground or hit them out of the air, sending them straight up to start a combo. It can be combo'd into out of a cancelled Dash Attack or Jab if the opponent is close to you.


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 True N/A N/A False False True 6 Default Default 1.0 N/A 6 4.400 2.57 True True True SpecifiedAngle
Hit 2 False N/A N/A False False True 10 Default Default 1.0 N/A 10 7.600 7.08 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:

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.
7% 5 6-8 15 24 N/A 4.0 + 0.45 45 6 Stun

Kragg's other fastest grounded move and another great get-off-me option. This move has less recovery than Kragg's other tilts and therefore functions well as a poke in neutral, especially when floor hugging. At mid-percents and higher it will start to knock opponents down leading to a tech chase. Also a useful move for covering ledge in an edgeguard situation.


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 7 Default Default 1.0 N/A 7 7.600 7.08 True True False SpecifiedAngle


Dash Attack

While Dashing / Running 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% 9 10-17 26 44 [18]Regular IASA.
[Earliest cancellable frame.]
N/A 6.0 + 0.45 45 7 Stun
  • On hit, this move can be cancelled into Jab and Tilts starting on frame 18.

A high-risk, high-reward move for Kragg. Dash Attack can be cancelled on hit into any of Kragg's Tilts or Jab. This is one of Kragg's best burst options to threaten space, but it can be punished hard if avoided or shielded by the opponent. How far the opponent is in front of Kragg when they get hit will dictate which of Kragg's tilts will combo, with Up Tilt or Jab comboing best at close range and Down Tilt or Forward Tilt better suited at further ranges.


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
  • On hit, this move can cancel into all Tilts and Jab at any point during recovery.


Strong Attacks

Forward Strong

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

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.
18% 12+12 [24]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
25-29 34 64 N/A 9.0 + 1.15 45 15 Stun

Kragg's ultimate kill move and one of the strongest attacks in the game. Most often used as a punish after a successful parry or shield break, or to call out bad recoveries at the ledge. The large hitbox combined with Kragg moving forward during the animation means it can sometimes catch opponents who think they are safe and out of the range, especially if they are cornered. Fully charged, Forward Strong will break a shield in one hit. Its high startup prevents it from being used in any true combos and the abysmal endlag means an opponent will get a full punish should they out-space or shield 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 False 14 Default Default 1.0 N/A 14 16.400 26.77 False True False SpecifiedAngle


Up Strong

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

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active 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 16% 8+8 [16]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
17-20 30 52 N/A 8.0 + 1.1 90 13 Stun
Late 6% 8+8 [16]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
17-21 30 52 N/A 6.0 + 0.8 120 5 Stun

A great kill move with a large upwards hitbox. Can cover multiple tech options at once on a platform. Up Strong can be combo'd into after a Down Throw for an easy kill confirm on most of the cast at mid to high percents. Its large disjoint allows it to beat a lot of downwards hitboxes from the air and it can be used as a shark to call out characters' landings. Useful for hitting opponents stuck on top of your rock as it covers the entire area. Like Forward Strong, it has a high amount of recovery frames and can be easily punished.


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 False N/A N/A False False False 13 Default Default 1.0 N/A 13 14.800 22.39 True True False SpecifiedAngle
Late False N/A N/A False False False 11 Default Default 1.0 N/A 11 6.800 5.82 False True False SpecifiedAngle


Down Strong

Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
A light tilt of the left stick
or Walk Mod.Default Controls
KB:
(defaults to for KB)
will prevent accidental platform drops.
+ StrongDefault Controls
Xbox:
GCN:
KB:
(Hold OK)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active 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.
Sweetspot 11% 4+8 [12]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
13-15 33 49 N/A 7.0 + 1.2 90 9 Stun
Sourspot 10% 4+8 [12]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
13-15 33 49 N/A 6.0 + 1.15 60 9 Stun

Kragg's fastest strong. It lacks the kill power of his other strongs but has a fairly generous hitbox on both sides of him. Often used as a techchase punish or spotdodge read.


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.
Sweetspot False N/A N/A False False False 14 Default Default 1.0 N/A 14 10.800 13.00 True True False SpecifiedAngle
Sourspot False N/A N/A False False False 13 Default Default 1.0 N/A 13 10.000 11.39 True True False SpecifiedAngle

Sweetspot:

  • (1.05) Despite the "Active" window lasting for 6 frames, the hitboxes are only present for 3. We added those 3 frames of no hitboxes back to endlag.

<br/>Sourspot:

  • (1.05) Despite the "Active" window lasting for 6 frames, the hitboxes are only present for 3. We added those 3 frames of no hitboxes back to endlag.


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 4% 6 7-8 12 34 10 7.0 + 0.15 65 4 Stun
Hit 2 4% 6 11-12 12 34 10 7.0 + 0.15 100 4 Stun
Hit 3 4% 6 15-16 12 34 10 7.0 + 0.3 80 4 Stun
Hit 4 8% 6 19-21 12 34 10 7.0 + 0.4 45 7 Stun
  • Is coded with unique hit behavior. It is only possible to connect one of Hit 1/Hit 2 and one of Hit 3/Hit 4.

Kragg does a front flip and attacks with his horn. The first hit of this move starts diagonally down in front of him. The multiple hits combo into each other, with the last one sending an opponent diagonally up in front of Kragg.

Despite having 4 hits, this move is coded to only hit an opponent twice during the move. Only one of Hit 1/Hit 2 can connect, with Hit 2 not hitting an opponent if Hit 1 connects, and similar behavior exists for Hit 3/Hit 4.

This move has a lot of combo potential for Kragg. Depending on which hit the move ends with, Kragg can loop with several Neutral Airs, or start and continue a long juggle combo with Up Tilt and Up Air, or have it combo into Forward Air to reliably send an opponent offstage, just to name a few situations. It is also an excellent option out of shield, as it forces the opponent to challenge with spaced aerials to avoid trading.


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 False N/A N/A False False False 6 Default Default 0.8 0.8 6 5.200 3.57 True True True SpecifiedAngle
Hit 2 False N/A N/A False False False 6 Default Default 0.8 0.8 6 5.200 3.57 True True True SpecifiedAngle
Hit 3 False N/A N/A False False False 7 Default Default 1.0 1.0 7 5.200 3.57 True True False SpecifiedAngle
Hit 4 False N/A N/A False False False 8 Default Default 1.0 1.0 8 8.400 8.42 True True False SpecifiedAngle

Hit 1:

  • Has a unique flag that prevents Hits 1 & 2 from hitting the same person, having to wait for one hit to pass by before rehitting.


Forward Air

While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
Presumes character is facing right.
+ AttackDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active 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% 12 13-14 20 39 12 5.0 + 0.9 40 9 Stun
Sour 7% 12 15-18 20 39 12 3.5 + 0.8 40 6 Stun

A powerful, long-range dropkick. This is an important kill move for Kragg, as it lets him keep his distance from an opponent and land a stray kill due to it having excellent range with high knockback. It's also a great combo finisher, and depending on the opponent's percent, Kragg can combo into it with almost any aerial (including itself), or even with a Rock throw at close range.


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 11 Default Default 1.0 1.0 11 10.800 13.00 True True False SpecifiedAngle
Sour False N/A N/A False False False 10 Default Default 1.0 1.0 10 7.600 7.08 True True False SpecifiedAngle


Back Air

While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
Presumes character is facing right.
+ AttackDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active 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 9% 7 8-10 16 32 11 6.0 + 0.55 55 8 Stun
Late 7% 7 11-15 16 32 11 5.0 + 0.4 50 6 Stun

Kragg attacks with jagged edges from his shell. Has quick startup and good range. While active, however, Kragg gains an additional hurtbox, preventing this move from being strongly disjointed.

This is an excellent combo starter and extension, and it can wall out opponents quite well when thrown out in neutral. At high percents, this can set up for a great edgeguard, especially when repeated at ledge, able to rinse and repeat against recovering opponents until Kragg is in a position where he can finish with a Forward Air or aerial Down Special. It's also his best out of shield option to defend against crossups, making Kragg's shield one of the hardest to counterhit in the cast.


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 False N/A N/A False False False 9 Default Default 1.0 1.0 9 9.200 9.86 True True False SpecifiedAngle
Late False N/A N/A False False False 7 Default Default 1.0 1.0 7 7.600 7.08 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.
Sweetspot 11% 12 14-15 25 41 15 5.5 + 0.925 90 9 Stun
Sourspot 8% 12 13 25 41 15 6.0 + 0.75 75 7 Stun

A powerful uppercut, and a great juggling tool. This is one of his best combo extenders, as Kragg can often link several Up Airs for a long juggle, whether it’s from Up Tilt, Neutral Air, Cargo Up Throw, etc. The sweet spot on Kragg's fist makes this a solid combo finisher and kill move near the top blastzone.


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.
Sweetspot False N/A N/A False False False 11 Default Default 1.0 1.0 11 10.800 13.00 True True False SpecifiedAngle
Sourspot False N/A N/A False False False 10 Default Default 1.0 1.0 10 8.400 8.42 True True False SpecifiedAngle


Down Air

While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ AttackDefault Controls
Xbox:
GCN:
KB:

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active 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.
11% 13 14-16 20 37 13 6.0 + 0.5 270 9 Stun

Kragg punches downward, spiking the opponent. It does good damage and sets up for knockdowns on stage as well as offstage edgeguards. Kragg’s aerial Down Special is move that fulfills a similar role, but that move is generally much laggier and reserved as a finisher, whereas this move can fit in well as a combo extension.


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 1.0 8 10.800 13.00 True True False SpecifiedAngle


Specials

Neutral Special - Rock Pull

Rock Pull: While grounded SpecialDefault Controls
Xbox:
GCN:
KB:
(No Rock Out)

Rock Grab: Near rock SpecialDefault Controls
Xbox:
GCN:
KB:
(Rock Out)

Rock Throw: While holding Rock ( Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ ) AttackDefault Controls
Xbox:
GCN:
KB:
/ SpecialDefault Controls
Xbox:
GCN:
KB:
/ StrongDefault Controls
Xbox:
GCN:
KB:
/ 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.
Rock (Pull) N/A 6+1 [7]Startup. Kragg enters 1 frame of rock detection and fails. 8-27Kragg pulls a rock. 7 42 N/A N/A N/A N/A
Rock (Grab) N/A 6+1 [7]Startup. Kragg enters 1 frame of rock detection and fails. 7-15*Kragg detects a rock. If he finds a rock, he immediately enters his endlag of grabbing rock. 7 28 N/A N/A N/A N/A
Neutral 8% 8 N/ARock is thrown instantly, and Kragg enters throw recovery. Hitbox is entire rock. 12 21 N/A 7.0 + 0.4 45 7 No Stun (Reflect)
Forward 8% 8 N/ARock is thrown instantly, and Kragg enters throw recovery. Hitbox is the front. 12 21 N/A 8.0 + 0.4 45 7 No Stun (Reflect)
Up 8% 8 N/ARock is thrown instantly, and Kragg enters throw recovery. Hitbox is the upper part of rock when ascending, then the bottom part. 12 21 N/A 7.0 + 0.4 90 7 No Stun (Reflect)
Down 8% 8 N/ARock is thrown instantly, and Kragg enters throw recovery. Hitbox is on bottom of the rock. 12 21 N/A 6.0 + 0.2 270 7 No Stun (Reflect)

Kragg pulls a giant rock from the ground. Rock can be thrown at enemies by inputting AttackDefault Controls
Xbox:
GCN:
KB:
, SpecialDefault Controls
Xbox:
GCN:
KB:
, StrongDefault Controls
Xbox:
GCN:
KB:
, or GrabDefault Controls
Xbox:
GCN:
KB:
. This can be thrown in four directions, depending on the direction inputted along with throw: Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
, Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
, Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
, or None. While Kragg holds Rock, he cannot jump in midair or use any other moves until he throws it. If Kragg is grabbed, he will automatically drop Rock.

Rock can be broken with any hitbox, breaking and launching Shards based on the hitbox's knockback angle: for most hitboxes, the Shards will be sent at the same angle as the hitbox's knockback angle. However, hitboxes with an angle of 45 degrees will send Shards directly horizontally. A notable exception is Kragg's Down Tilt, which sends at the standard angle of 45 degrees. Each Shard does a small deal of damage and hitstun to anybody it hits, but they can quickly rack up with five or seven of them.

This is Kragg's most versatile tool. Rock acts as a wall/ceiling while on the ground like a stage element, and it has a hitbox with decent knockback while airborne. Kragg can use Rock in a plethora of ways to control the field and pressure the opponent, both on stage and off stage. Because of Kragg's Jab hitting low, it can be common to stand on Rock and use Jab, leaving Kragg instantly actionable while the shards come out with low startup and low recovery.

Anytime in the air, or once Kragg's Rock is already somewhere on stage, Neutral Special results in a unique grabbing animation. During it, Kragg picks up his own Rock, or an enemy Kragg’s.

However, be wary of when to pull Rock, as the startup can be exploited to get a hit on Kragg and knock Kragg offstage while holding it, limiting options to get back.

Kragg tosses the Rock in one of 4 different angles:

  • With no directional input, in a small arc in front of him. Hitbox is on the entire rock.
  • Default Controls
    Xbox/GCN: Left Analog Stick
    KB: / / /
    / Default Controls
    Xbox/GCN: Left Analog Stick
    KB: / / /
    , directly in front of him. Hitbox is on the side of the rock away from Kragg.
  • Default Controls
    Xbox/GCN: Left Analog Stick
    KB: / / /
    , straight up. Hitbox is on the top of the rock. Rock eventually drops down, behaving the same as Rock thrown downwards. Hitbox is on the bottom of the rock.
  • Default Controls
    Xbox/GCN: Left Analog Stick
    KB: / / /
    , straight down. Rock directly spikes. Hitbox is on the bottom of the Rock. This forces the opponent to always tumble.


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.
Rock (Pull) 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
Rock (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
Neutral False N/A N/A True True False 8 Default Default 1.0 N/A 4 8.400 8.42 True True False SpecifiedAngle
Forward False N/A N/A True True False 9 Default Default 1.0 N/A 4 8.400 8.42 False True False SpecifiedAngle
Up False N/A N/A True True False 8 Default Default 1.0 N/A 4 8.400 8.42 True True False SpecifiedAngle
Down False N/A N/A True True True 6 Default Default 1.0 N/A 3 8.400 8.42 True True False SpecifiedAngle


Cargo Grab:
While Airborne SpecialDefault Controls
Xbox:
GCN:
KB:

While Grounded SpecialDefault Controls
Xbox:
GCN:
KB:
(+ ShieldDefault Controls
Xbox:
GCN:
KB:
during startup*Kragg will always ignore the rock if this input is done.)

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.
Cargo Grab N/A 6+9 [15]Startup. Rock detection. 16-17Grab window. This cancels into "Cargo (Grabbed)" if it connects. 28*On whiff. 46*On whiff. N/A N/A N/A N/A
Cargo (Grabbed) N/A N/A 60Grabbed window. This cancels into "Cargo (Grabbed)" if it connects. *If the opponent is still not thrown, they will be automatically thrown by Kragg. N/A N/A N/A N/A N/A
Neutral 4% 8 N/ACharacter is thrown instantly, and Kragg enters throw recovery. 12 21 N/A 9.0 + 0.25 55 N/A N/A
Forward 4% 8 N/ACharacter is thrown instantly, and Kragg enters throw recovery. 12 21 N/A 10.0 + 0.35 42 N/A N/A
Down 4% 8 N/ACharacter is thrown instantly, and Kragg enters throw recovery. 12 21 N/A 7.0 + 0.2 270 N/A N/A
Up 4% 8 N/ACharacter is thrown instantly, and Kragg enters throw recovery. 12 21 N/A 10.0 + 0.55 90 N/A N/A
  • All directions always tumble.

If Kragg does not grab a rock, this move turns into a command grab. This grab puts an opponent in a cargo hold state, allowing Kragg to carry them offstage, and/or throw them in a direction, just as he would with a Rock.

Kragg tosses either Rock or the opponent in one of 4 different angles:

  • With no directional input, in a small arc in front of him.
  • Default Controls
    Xbox/GCN: Left Analog Stick
    KB: / / /
    / Default Controls
    Xbox/GCN: Left Analog Stick
    KB: / / /
    , directly in front of him.
  • Default Controls
    Xbox/GCN: Left Analog Stick
    KB: / / /
    , straight up. Rock spikes opponents when it falls back down.
  • Default Controls
    Xbox/GCN: Left Analog Stick
    KB: / / /
    , straight down. Rock directly spikes.


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.
Cargo 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
Cargo (Grabbed) 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
Neutral 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
Forward 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 N/A N/A True N/A N/A N/A N/A N/A N/A 0.75 N/A N/A N/A N/A N/A True True N/A
Up N/A N/A True N/A N/A N/A N/A N/A N/A 0.85 N/A N/A N/A N/A N/A True True N/A

Cargo Grab:

  • The opponent is held for 60 frames, automatically thrown by Kragg after. Throw is dependent on what direction Kragg picks.

<br/>Cargo (Grabbed):

  • The opponent is held for 60 frames, automatically thrown by Kragg after. Throw is dependent on what direction Kragg picks.


Forward Special - Defense Ball

Roll: Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ 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.
4% 14 15-8975 frames. Has an 18 frame turnaround animation. 32 121Can be cancelled with jump on hit. N/A 6.5 + 0.1 55 4 Stun
  • On hit or shield, Kragg can cancel this move with a grounded jump or double jump.

Kragg rolls around the stage in a defensive ball. You can change direction while rolling. Kragg does not experience hitstun while in this state, although he can still be pushed back by stronger attacks. Hitting an opponent, their shield, Kragg's rock, or his pillar lets him jump cancel this move. The hitbox on this move goes away when he turns around.

This jump does not use Kragg's real jump and instead is a special jump animation, meaning that the character cannot analog jump out of it (unable to influence jump horizontally besides air drift), and it will always jump at the same unique initial jump velocity (19.26 cm/s) with no variation between short hop and full hop. This jump functionally acts the same as a regular jump in that most things can be performed out of it. However, the jumpsquat can only cancel into Up Strong, unable to cancel into Grab or Up Special like regular jumpsquat.


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 6 Default Default 1.0 N/A 6 5.200 3.57 False True False SpecifiedAngle
  • Can rehit after 16 frames.


Cancel: During startup, ShieldDefault Controls
Xbox:
GCN:
KB:
/ ParryDefault 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 0-13 (Max)*If at any point ShieldDefault Controls
Xbox:
GCN:
KB:
is pressed during startup, this move enters the cancel window, making it technically anywhere from 0-13.
1-24 N/AAfter travelling, Kragg enters pratfall. 25Can grab ledge starting on frame 17. 28 N/A N/A N/A
  • Puts Kragg into pratfall.
  • Destroys pillar.
  • Pratfall can be cancelled with wall jump.

Inputting ShieldDefault Controls
Xbox:
GCN:
KB:
on the ground or in midair during the startup of Forward Special will cancel it into a unique horizontal jump that leaves Kragg in pratfall, with his only option being wall jump (and then a pillarless Up Special.) Cancelling the move will also break his pillar, if it's on screen, and force Up Special to be pillarless. This cancel gives Kragg a quicker but riskier recovery tool, compared to just using Up Special.


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
  • Can start fastfalling on frame 27.


Up Special - Rock Pillar

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

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active 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.
Summoning Pillar N/A 13 14-25 30 56 N/A N/A N/A N/A
Pillar (Aerial) 7% 13 14-25This is while the pillar is rising. ?The pillar at some point loses invincibility and begins to descend. N/A N/A 9.0 + 0.0 90 6 Stun (None)
Pillar (Grounded) 7% 13 14-25This is while the pillar is rising. ?The pillar at some point loses invincibility and begins to descend. N/A N/A 9.0 + 0.0 90 6 Stun (None)

Kragg summons a pillar from beneath the stage that can hit opponents on the way up. Solid ground to stand on anywhere. The pillar slowly descends while Kragg or a boulder is over it, and it will break after being attacked once or when Kragg summons another pillar. Kragg will be sent on freefall if the pillar is broken while he's standing on it, while an opponent will be sent into a tumbling animation.

This is Kragg's main recovery tool. Standing on the pillar gives Kragg access to nearly all of his resources (jump, airdodge, every other Special) on almost any recovery attempt, allowing him to recover from pretty much any spot and mix it up freely. The latter part is especially important, as Kragg's relatively slow air speed and big hurtbox combined with the restriction of one pillar per airtime, make him even more susceptible to gimping.

Kragg's pillar can also be used defensively, blocking attempts to send Kragg offstage or even saving stocks, especially with good teching (though the opponent can also make use of this). Another usage, albeit riskier, is as an offensive move. Calling the pillar from high up while the opponent is directly below Kragg will cause the pillar to push the opponent right above Kragg and very close to the upper blastzone, where Kragg can go for an early stock with a good read, though the opponent can either get away from it, or worse, turn the situation around.

When combining hitpause and hitstun, the grounded hit will put the opponent in 28 frames of disadvantage, whereas the airborne hit will put the opponent in 36 frames. If crouch cancelled, the opponent will likely be sent to the side for 21 disadvantage, but if they manage to be directly below Kragg and stay grounded on the pillar, they will only have 9 frames of disadvantage. The later the pillar hit, the less disadvantage Kragg will have.


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.
Summoning Pillar 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
Pillar (Aerial) False N/A N/A True True False 6 0.0 Default 0.82 N/A 0 2.000 7.08 True True True SpecifiedAngle
Pillar (Grounded) False N/A N/A True True False 6 0.0 Default 0.62 N/A 0 2.000 7.08 True True True SpecifiedAngle


Pillarless Leap: Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ SpecialDefault Controls
Xbox:
GCN:
KB:
(Pillar Lockout)

No results
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.
  • Puts Kragg into pratfall.
  • Pratfall can be cancelled with wall jump.

If Kragg has not landed on stage after creating a pillar, or Kragg has already used his Side Special Cancel, this will instead perform a tiny leap upward for Kragg. This will also destroy any existing pillars.

This propels at the same vertical velocity as Side Special Cancel but does not give any horizontal velocity.


No results
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.


Down Special - Seismic Stomp

While grounded Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ SpecialDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active 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.
Summoning N/A 19 3Summoning. 23 46 N/A N/A N/A N/A
Spike 1 2% 19+3 [22]Kragg Startup. Summoning. [Total frames.] 23-32 7Endlag of spike, not Kragg. N/A N/A 7.0 + 0.0 30 5 Stun (None)
Spike 2 4% 19+3 [22]Kragg Startup. Summoning. [Total frames.] 33-42 7Endlag of spike, not Kragg. N/A N/A 7.0 + 0.0 30 5 Stun (None)
Spike 3 10% 19+3 [22]Kragg Startup. Summoning. [Total frames.] 43-52 7Endlag of spike, not Kragg. N/A N/A 11.0 + 0.2 90 6 Stun (None)

Kragg shoots out a line of earthen spikes from the ground. The three rock spikes appear one after the other and combo into each other, with the last hit popping an opponent up to start a combo. This is a good keep-away tool, in conjunction with his Back Air and Rock. Parrying this move will result in Kragg being stunned, however, so be aware. Using this move far away is generally ill advised, since it is quite easy to parry timing-wise.

Note that despite the spikes having an auto-floorhug flag, this move for some reason cannot be ASDIed nor SSDIed, making it not possible to floorhug at all. Reason is unknown.


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.
Summoning 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
Spike 1 True N/A N/A True True False 5 0.0 Default 1.0 N/A 2 3.600 1.67 False False True SpecifiedAngle
Spike 2 True N/A N/A True True False 5 0.0 Default 1.0 N/A 2 5.200 3.57 False False True SpecifiedAngle
Spike 3 True N/A N/A True True False 8 Default Default 1.0 N/A 4 10.000 11.39 False True False SpecifiedAngle

While airborne 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.
14% 19 20-22 22 45 *Move will continue as normal when landing. 5.0 + 0.6 290 12 Stun

When used in the air, Kragg will headbutt downward for a very strong diagonal spike. Has been referred to as the Elden Ring.

Instead of landing lag, Kragg will simply continue his aerial lag on the ground.


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 1.0 N/A 9 13.200 18.37 True True False SpecifiedAngle


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

Kragg has a phenomenal Grab game. Chaingrabs, eight different Throws if he transitions from his regular Grab to his Cargo Grab, incredibly good kill confirms off them. He can generally force the opponent to shield or parry attempt as well, presenting a good guess game for him.


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

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 1 20 32 N/A 4.0 + 0.0 45 7 Stun

Kragg's standard pummel. Useful as it allows you to chaingrab with Down Throw on the majority of the cast.


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


Special Pummel

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.
8% 10 11 20 32 N/A 4.0 + 0.0 45 7 Stun

Kragg cubes the opponent. This throw is unusual in that it gives Kragg a new set of throws. For more, see Neutral Special (Cargo Hold).


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
  • Kragg can hold for about 67 frames.


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.
7% 13 14 21 36 N/A 7.0 + 0.525 40 6 Stun
  • Tumbles at 17%.

Kragg bumps the opponent off his body sending at a horizontal angle. Good for throwing opponents off stage for edgeguards if facing towards the 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 14 Default Default 1.0 N/A 14 7.600 7.08 True True True SpecifiedAngle


Back Throw

GrabDefault Controls
Xbox:
GCN:
KB:
> Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
Presumes character is facing right.

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active 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.
7% N/A N/A N/A N/A N/A 9.0 + 0.4 135 N/A N/A
  • Always tumbles.

Kragg does a backwards somersault and throws the opponent at a horizontal angle. Good when used on Pillar near the edge of the stage to secure an early KO as a reversal against edgeguard attempts. Due to the distance Kragg travels when rolling backwards, this throw can easily setup for edgeguards even if Kragg is not close to the 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.
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


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.
5% 16+16+8 [40]Startup. Rising. Falling. This startup depicted is when Kragg lands on the original surface he threw from. If Kragg does not land or lands on a platform, the falling window can be anywhere between 1-16 frames, changing startup significantly. 41*First frame based on grounded startup. See startup. 20/30Aerial/grounded. N/A N/A 10.0 + 0.35 85 5 Stun
  • Always tumbles.
  • Trajectory can be controlled via the left stick.

Kragg grabs the opponent and suplexes them. He can control the direction he suplexes the opponent by holding a direction during the animation. The angle that the throw leaves opponents at makes it hard to combo off of unless they DI fully in. This throw is most useful for positioning the opponent on a rock or a platform where Kragg can shark their tech/getup option. If Kragg has no surface to land on, he will suplex the opponent mid-air against nothingn and continue as normal.


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 6.000 4.65 True True True SpecifiedAngle


Down Throw

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

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active 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% 16 17 14 32 N/A 6.5 + 0.25 65 3 Stun
  • Tumbles at 60%.

Kragg's best combo throw. This move is most notable for its chaingrab against most of the cast until mid-high percent, using Pummel Attack to break regrab armor. This can also combo into Jab or Tilt as starters. At high percents, it combos into almost any of his Aerials or Strongs for a nasty kill confirm on DI in. Having a very fast animation, it can catch poor DI off of poor reaction to getting grabbed.


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 7 Default Default 1.0 N/A 7 4.400 2.57 True True True SpecifiedAngle
  • Kragg is considered grounded the entire time.


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% 28 29-30 25 56 N/A 8.0 + 0.3 45 5 Stun
  • Intangible between frames 1-30.
  • Ledge is no longer occupied starting on frame 31.

A slow swipe. Generally quite slow, making it worse than his other options, such as ledgehop Neutral Air or ledgehop wall jump Back Air.


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.
Fist 10% 45 46-48 40 89 N/A 10.0 + 0.0 30 9 Stun
Earthquake 4% 45+3 [48]Summoned after Kragg's fist slam. 49-228 N/A N/AEnds whenever there is no more stage for the earthquake to reach. N/A 8.0 + 0.0 90 4 No Stun (Reflect)
  • Intangible between frames 1-45.
  • Ledge is no longer occupied starting on frame 46.
  • Always tumbles.

Kragg charges up a punch, before slamming down onto the ground, causing an earthquake to rumble through the stage.

This attack travels quite slowly and is easily beaten by ParryDefault Controls
Xbox:
GCN: / +
KB:
or simply jumping over, so it is generally ill advised if the opponent is in a state of being able to react. Notably, however, this move has an unusually long ledge occupancy, making it the only Ledge Special that is favored over rolling from ledge for ledgehogging.


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.
Fist False N/A N/A False False False 7 Default Default 1.0 N/A 7 10.000 11.39 False True False SpecifiedAngle
Earthquake False N/A N/A True True True 6 Default Default 1.0 N/A 3 5.200 3.57 True True True 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% 10 11-18 32 51 N/A 9.0 + 0.25 45 5 Stun
  • Intangible between frames 1-18.

A basic getup attack. Hits both sides and is fairly large.


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:

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 3% 30 31-32 25 [35]Kragg pulls a rock. [Kragg pulls no rock.] 61 [71]Kragg pulls a rock. [Kragg pulls no rock.] N/A 8.0 + 0.0 120 3 Stun
Hit 2 5% 30 33-35 25 [35]Kragg pulls a rock. [Kragg pulls no rock.] 61 [71]Kragg pulls a rock. [Kragg pulls no rock.] N/A 10.0 + 0.4 90 5 Stun
  • Intangible between frames 1-28.

Kragg pulls a new rock from below himself as he stands up. If he already has a rock on stage, he will instead clap his hands together over top of his head with a weak hitbox.

This move has a large hitbox above him and can be a niche option for anti-airing the opponent. If the opponent is on the ground next to Kragg, they will be scooped up into the upper hitbox, leading to superb reward on it. In general, however, this isn't worth the risk. If it's baited out, Kragg will generally eat a hefty combo, as he'll be stuck with a rock in his hands.


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 False N/A N/A False False False 6 Default Default 1.0 N/A 6 4.400 2.57 True True True SpecifiedAngle
Hit 2 False N/A N/A False False False 9 Default Default 1.0 N/A 9 6.000 4.65 True True False SpecifiedAngle


Cosmetics

Default

Default Red Blue Green Mint Purple Black Spooky Cool Blue Abyssal
Kragg's Default Palette Kragg's Red Team Palette Swap Kragg's Blue Team Palette Swap Kragg's Green Team Palette Swap Kragg's Mint Palette Swap Kragg's Purple Palette Swap Kragg's Black Palette Swap Kragg's Orange Palette Swap Kragg's Cool Blue Palette Swap Kragg'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

Soccer

This costume was made available to all players for free as part of the Kickstarter stretch goal "1 Free Skin Unlocked at Launch," which was unlocked for the game reaching $800,000 in funding.

Default Red Blue Green
Kragg's Default Soccer Palette Kragg's Red Team Soccer Palette Swap Kragg's Blue Team Soccer Palette Swap Kragg's Green Team Soccer Palette Swap
Unlocked by Default Unlocked by Default Unlocked by Default Unlocked by Default

Goliath

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

Default Red Blue Green
Kragg's Default Goliath Palette Kragg's Red Team Goliath Palette Swap Kragg's Blue Team Goliath Palette Swap Kragg's Green Team Goliath 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
Kragg's Default Abyss Palette Kragg's Red Team Abyss Palette Swap Kragg's Blue Team Abyss Palette Swap Kragg'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
Kragg's Default Retro Palette Kragg's Red Team Retro Palette Swap Kragg's Blue Team Retro Palette Swap Kragg's Green Team Retro Palette Swap
Kickstarter Backer exclusive Kickstarter Backer exclusive Kickstarter Backer exclusive Kickstarter Backer exclusive

LadyBug

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

Default Red Blue Green
Kragg's Default LadyBug Palette Kragg's Red Team LadyBug Palette Swap Kragg's Blue Team LadyBug Palette Swap Kragg's Green Team LadyBug 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

Bee

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

Default Red Blue Green
Kragg's Default Bee Palette Kragg's Red Team Bee Palette Swap Kragg's Blue Team Bee Palette Swap Kragg's Green Team Bee 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

Scarab

Rare Tier skin available for purchase in the Bucks Shop.

Default Red Blue Green
Kragg's Default Scarab Palette Kragg's Red Team Scarab Palette Swap Kragg's Blue Team Scarab Palette Swap Kragg's Green Team Scarab 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

Low Poly

Rare Tier skin available for purchase in the Bucks Shop or in the Rivals 3D Event Bundle.

Default Red Blue Green
Kragg's Default LowPoly Palette Kragg's Red Team LowPoly Palette Swap Kragg's Blue Team LowPoly Palette Swap Kragg's Green Team LowPoly 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

Snowman

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

Default Red Blue Green
Kragg's Default Snowman Palette Kragg's Red Team Snowman Palette Swap Kragg's Blue Team Snowman Palette Swap Kragg's Green Team Snowman 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
Kragg's Default Prehistoric Palette Kragg's Red Team Prehistoric Palette Swap Kragg's Blue Team Prehistoric Palette Swap Kragg'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

Rockstar

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

Default Red Blue Green
Kragg's Default Rockstar Palette Kragg's Red Team Rockstar Palette Swap Kragg's Blue Team Rockstar Palette Swap Kragg's Green Team Rockstar 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/Kragg/Data.
Kragg


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