
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.
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Pros | Cons |
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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. |
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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. |
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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. |
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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. |
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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. |
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N/A | 0-13 (Max)*If at any point ![]() Xbox: GCN: KB: |
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. |
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N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
- 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. |
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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)
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.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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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. |
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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. |
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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. |
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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. |
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False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Ledge Special
During Ledgehang SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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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. |
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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. |
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False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Getup Special
During Knockdown SpecialDefault Controls
Xbox:
GCN:
KB:
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
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 |
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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 |
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Unlocked at Character Level 50 | Unlocked at Character Level 50 | Unlocked at Character Level 50 | Unlocked at Character Level 50 |
Abyss
Unlocked at Character Level 100. Cannot be purchased in the shop.
Default | Red | Blue | Green |
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Unlocked at Character Level 100 | Unlocked at Character Level 100 | Unlocked at Character Level 100 | Unlocked at Character Level 100 |
Retro
Kickstarter Backer exclusive skin.
Default | Red | Blue | Green |
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Kickstarter Backer exclusive | Kickstarter Backer exclusive | Kickstarter Backer exclusive | Kickstarter Backer exclusive |
LadyBug
Common Tier skin available for purchase in the rotating Coin Shop or in the Bucks Shop.
Default | Red | Blue | Green |
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Purchasable in the Coin Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Bee
Common Tier skin available for purchase in the rotating Coin Shop or in the Bucks Shop.
Default | Red | Blue | Green |
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Purchasable in the Coin Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Scarab
Rare Tier skin available for purchase in the Bucks Shop.
Default | Red | Blue | Green |
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Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Low Poly
Rare Tier skin available for purchase in the Bucks Shop or in the Rivals 3D Event Bundle.
Default | Red | Blue | Green |
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Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Snowman
Rare Tier skin available for purchase in the Bucks Shop or in the Winter Festival Event Bundle.
Default | Red | Blue | Green |
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Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Primal (Prehistoric)
Rare Tier skin available for purchase in the Bucks Shop or in the Primal Event Bundle.
Default | Red | Blue | Green |
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Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
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 |
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Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
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To edit frame data, edit values in RoA2/Kragg/Data. |

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