Knockdown
When a character is hit with enough knockback to send into tumble, it's trouble time. Characters who land during hitstun or tumble will go into a knockdown state when landing on a grounded surface, and they will bounce off any wall or ceiling surface. If a character is knocked into the ground at high enough velocity, they will also bounce on their own. This can leave characters in situations where they are vulnerable to attacks and at clear disadvantage.
If a character is knocked down on the ground, however, characters aren't helpless. They have many wake up options available, typically evasive options, but also a unique Attack and Special wakeup option to punish the opponent.
These disadvantage states an be avoided altogether, of course. This is done by performing techs, a timed preemptive input that will allows characters to gain temporary intangibility before becoming actionable again, skipping the knockdown state entirely. Note, however, that these are never truly 100% safe, as there is always a brief vulnerability window after intangibility, which if the opponent is there to punish it, can lead to another hit for the opponent. This sequence of sending characters into tech situations and tracking their wakeup options with a follow up is known as tech chasing, and it is one of the core gameplay punish loops.
Techs are typically inputted with ShieldDefault Controls
Xbox:
GCN:
KB: , but they can also be done with
GrabDefault Controls
Xbox:
GCN:
KB: or
ParryDefault Controls
Xbox:
GCN: /
+
KB: if they are bound to air dodge in the air.
Alternatively, to avoid the counterplay of teching, it is possible to use weak moves to get around the opponent's defense. This can be especially useful when wanting to prevent the opponent from teching walls during recovery.
Forced Knockdowns
There are a few situations in the game that will lead to an untechable knockdown. Note that these only force a grounded knockdown, meaning that it is still possible to wall tech or ceiling tech from these states.
- A character's shield is broken, and they land from their trajectory, entering knockdown.
- A shielding character is pushed off the edge of a surface and lands on a different surface beneath them, entering knockdown.
- A character is thrown by an untechable throw. Currently, only
Loxodont's Down Throw realistically*The initial throw of his Forward Throw is also technically untechable. can do this.
- A character is hit by an untechable hit. There are many moves that can do this, though many of these are typically only meant as linking hits that connect into other hits.
In addition, if a character inputs taunt while airborne, they cause a 25 frame uninterruptible ledge slip animation to appear which ends in tumble (which can be exited). Either ledge slip or tumble will lead to entering knockdown. This cannot be wall/ceiling teched. This is the most reliable way of inducing knockdown on yourself without external input. Can be useful to intentionally grant getup options like Getup Attack and Getup Special.
Hits That Force Knockdown
Universally, all Pummels force knockdown, though this is irrelevant in 1v1 gameplay.
Character | Attack | Hit |
---|---|---|
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Ledge Special | Slash Air |
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Ledge Special | Slash Ground |
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Pummel | Pummel |
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Special Pummel | Pummel |
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Forward Strong | Hit 1 Back |
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Forward Strong | Hit 1 Front |
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Pummel | Pummel |
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Special Pummel | Pummel |
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Up Strong | Hit 1 |
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Dash Attack | Multihit |
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Forward Throw | Arrows 1 and 2 |
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Pummel | Pummel |
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Special Pummel | Spummel |
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Ledge Special | Throw (Travel) |
![]() |
Ledge Special | Thrown (Travel) |
![]() |
Pummel | Pummel |
![]() |
Pummel Special | Pummel |
![]() |
Down Special | Spike 1 |
![]() |
Down Special | Spike 2 |
![]() |
Pummel | Pummel |
![]() |
Special Pummel | Pummel |
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Down Throw | Throw |
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Forward Throw | Throw |
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Pummel Attack | Pummel |
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Pummel Special | Pummel |
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Getup Special | Dive |
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Pummel | Pummel |
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Special Pummel | Pummel |
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Pummel Attack | Pummel |
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Pummel Special | Pummel |
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Pummel | Pummel |
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Special Pummel | Create Puddle |
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Special Pummel | Teleport to Puddle |
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Pummel Attack | Pummel |
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Pummel Special | Spummel |
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Ledge Special | Dive |
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Pummel | Pummel |
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Special Pummel | Spummel |
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Down Special (Aerial) | Dive (Airborne) |
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Down Special (Aerial) | Dive (Grounded) |
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Down Strong | Hit 1 |
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Forward Strong | Linking Hit |
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Pummel | Pummel |
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Special Pummel | Pummel |
Tech Timing
Unlike most options in the game, inputting tech does not abide by the universal 6 frame buffer. Instead, it uses a unique timing and buffer system to determine when it works. It is primarily a preemptive measure, but knowing when it's safe to go for a tech is important.
If teched out of hitpause... | If teched in hitpause... |
Total:16 |
Total:16 |
Once a tech input is made, landing from a heavy hitA hit that sends a character into tumble, typically causing knockdown. within the next 20 frames will instead cause a tech. However, if the character does not tech within the next 20 frames, they are locked out from teching for the subsequent 20 frames. After these 40 frames are up, the character can attempt to tech again. | If a tech input is done during hitpause, it automatically locks the character out from teching for 20 frames. The character can attempt to tech again after 20 frames. |
Any successful tech will reset any preexisting techs, allowing for a fresh tech input to be input. Notably, Clairen's additional tipstun will not change the tech timer, and the tech timing is the same as if the tipstun never happened.
A more specific explanation is as follows. When the game starts, both characters have a tech timer of 0. If a tech input is ever performed, and the tech timer is 0, the game checks whether the character is in hitpause.
- If the character is in hitpause, the timer is set to 20.
- If the character is not in hitpause, the timer is set to 40.

Ground Tech
- Tech Input:
ShieldDefault Controls
Xbox:
GCN:
KB:up to 20 frames before landing
Ground techs must be done before landing on the ground, either before or after a hit connects. Combining this technique with floorhugging is known as Amsah teching. Determining whether a character will tech in place or tech roll is dependent on the direction held on the frame the character lands.
Tech In Place | Tech Roll Forward (In) | Tech Roll Backward (Away) | Mistech |
---|---|---|---|
Xbox: GCN: KB: |
Xbox: GCN: KB: Xbox/GCN: Left Analog Stick KB: |
Xbox: GCN: KB: Xbox/GCN: Left Analog Stick KB: |
Mistiming Xbox: GCN: KB: |
Total:26 |
Total:40 |
Total:40 |
Total:27 |
This is the fastest tech option. However, it also requires no positional adjustment if reacted to or read correctly. | This is the slower tech option. It can evade opponents who try to preemptively attack tech in place, but it's also the easiest to cover. | This is an equally slow option, but it creates the most distance with the opponent. However, this becomes significantly weaker in the corner where it is not possible to tech roll any farther. | This is typically the worst option, as it offers no intangibility and forces the character into a hard knockdown. However, it grants access to getup options, and it cannot be grabbed like other tech options. |
Teching Walls
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This section/page has been marked for cleanup or revision, possibly due to the following reasons: spelling mistakes, presentation improvements, formatting improvements, wordiness, or any reason that makes it not as accessible to a new reader. |
- Tech Input:
ShieldDefault Controls
Xbox:
GCN:
KB:
Characters can tech the wall just like teching on the ground, but instead of choosing whether a character tech rolls or techs in place, they choose whether to do a regular wall tech or wall jump tech.
There are two different timings of wall techs.
- Wallhug techs, performed by inputting
ShieldDefault Controls
Xbox:
GCN:
KB:up to 20 frames before entering hitpause, and be hugging the wall when hit, holding
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
*In the direction of the wall..
- Most hitsMedium hitstun hits. that do not send into tumble require the direction to be held before hitpause. Hits that send into tumble will register a wall tech if the direction is inputted at any time during hitpause.
- Characters become actionable as soon as hitpause ends.
- Non-wallhug techs, peformed by inputting
ShieldDefault Controls
Xbox:
GCN:
KB:up to 20 frames before exiting hitpause and colliding with the wall. The character must be touching the wall after the hit for the wall tech to occur.
- Characters can either touch the wall by SDI or getting launched toward it.
- This can only be done from hits that send into tumble, and the character must be in hitstun or tumble to tech. On tech, the character goes through 5 frames of intangible startup, either through hitpause or wall jumpsquat.
Clairen's tipstun is uniquely affected by wallhug teching, as characters can input
ShieldDefault Controls
Xbox:
GCN:
KB: before the hit or during the initial hitpause. Inputting during tippause will not result in any wall techs.
- If the tech input is stored before the hit, performing the wall tech next to the wall during initial hitpause will cancel all tipstun.
- If the tech input is stored during initial hitpause, performing the wall tech next to the wall will cause the character to be stuck in tipstun before able to act out of wall tech.
There are two types of wall techs: standard wall techs, and wall jump techs.
Note that by performing any wall tech, characters are locked out of grabbing ledge for 30 frames.
Wall Tech
- Wallhugging:
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
- Non-Wallhugging: No action necessary
A standard wall tech requires the character to hold the direction towards the wall, if done during hitpause. The direction needs to have a horizontal joystick value outside of the Deadzone ThresholdThis value is at ±0.2875., and a vertical joystick value below the positive Deadzone ThresholdThis value is at ±0.2875.. If outside of hitpause, no additional action is required, though it can be beneficial to use ASDI and/or SSDI to get to the wall if the hit is intended to send away from the wall.
Wall techs during hitpause will cause characters to be stuck in the remainder of the hitpause window, then be actionable as soon as hitpause ends. Wall techs out of hitpause will induce 5 frames of hitpause, effectively startup, before a character is actionable.
Wall techs grant 26 intangibility frames after exiting hitpause and can be instantly acted out of.
- Any action inputted within 13 frames post-hitpause will cause the character's intangibility to end on frame 14.
- Any action inputted 14 or more frames after wall tech will cause the intangibility to instantly run out, making the character vulnerable.
Wall Jump Tech
- Wallhugging: Hold
JumpDefault Controls
Xbox:
GCN:
KB:and
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
, or
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
- Non-Wallhugging:
JumpDefault Controls
Xbox:
GCN:
KB:or
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
With a tech input stored, during hitpause, while holding the stick horizontally such that the character inputs a wall tech, it is also necessary to either hold the direction with a vertical component (a Y value above Deadzone ThresholdThis value is at ±0.2875.) or holding JumpDefault Controls
Xbox:
GCN:
KB: will instead register a wall jump tech. The same input will work outside of hitpause.
This does not consume your wall jump. It will still use the character's regular wall jump animation, but simply with intangibility. Characters cannot wall cling during their wall tech jump.
- Wall jump techs during hitpause will freeze the character on the first frame of wall jumpsquat. After 5 frames of wall jumpsquat, characters have 9 frames of intangibility.
- Wall jump techs outside of hitpause will induce no hitpause on the first frame of wall jumpsquat. After 5 frames of wall jumpsquat, characters have 8 frames of intangibility.
Ceiling Tech
- Press
ShieldDefault Controls
Xbox:
GCN:
KB:just before colliding with a ceiling
Ceiling techs give the character 5 frames of hitpause, before entering a state of having 35 intangibility frames. The character is actionable starting on frame 28, and they will immediately lose intangibility when they act out of it (with the exception of drifting and fastfalling).
Getup Options
When knocked down, there are several options still available to characters. Note that Getup Attacks and Getup Specials are unique to each character, though Getup Attack deals the same knockback of 9.0 + 0.25, and it always lasts 50 frames.
Getup In Place | Getup Roll | Getup Attack | Getup Special |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
Xbox/GCN: Left Analog Stick KB: Xbox: GCN: KB: |
Xbox/GCN: Left Analog Stick KB: Xbox/GCN: Left Analog Stick KB: |
Xbox: GCN: KB: Xbox: ![]() GCN: KB: Xbox: GCN: KB: |
Xbox: GCN: KB: |
Total:30 |
Total:36 |
Total:50 |
Total:72 |
The character wakes up by standing in place with 22 frames of intangibility, followed by 8 frames of vulnerable endlag. This lasts 30 frames total. | Character will roll in the direction held. The character rolls with 20 frames of intangibility, followed by 16 frames of vulnerable endlag. This lasts 36 frames total. | The character strikes with intangibility as they get back up, hitting both sides. Intangibility lasts until the last active frame, at which point the endlag will be vulnerable. | The character does a unique attack that can yield advantage situationally. However, these typically only have intangibility during startup, being vulnerable during the attack's active frames, and they are more punishing on whiff compared to Getup Attack. |
A way of punishing an opponent's tech options, thereby extending advantage and enabling the character's punish game.
See in Glossary opponents, Getup Attack has identical knockback for every single character in the cast, at a strength of 9.0 + 0.25. Of course, they deal slightly different damage, but for the most part, they all have the same two properties.
They will always knockdown against characters normally. This means that if a character commits early to an attack, they are forced to Amsah techAmsah Tech
A defensive option that is done by teching and floorhugging a hit, typically to allow for surviving options that would otherwise kill.
See in Glossary the move, which usually leaves the defender at frame advantage. There's no low percent.
However, by using CCCrouch Cancel
The knockback reduction received if hit in crouch. When paired with floorhugging, this is an excellent way to minimise hitstun and quickly reversal opponents for poor offensive choices.See in Glossary, it's possible to tank a hit and punish the endlag. Because of the identical knockback, the percents at which this breaks CC are incredibly similar, with the majority of Getup Attacks all deal the same 6% damage. The only exceptions are Etalus who deals 3% more, and
Clairen whose tipper and sourspot deal 1% more/less than the standard 6%.
What does this mean? It means that as a character, only one value needs to be memorized for when any character's Getup Attack breaks CCCrouch Cancel
The knockback reduction received if hit in crouch. When paired with floorhugging, this is an excellent way to minimise hitstun and quickly reversal opponents for poor offensive choices.See in Glossary. Zetterburn only needs to remember that knockdown starts at 68%, and remembering the exceptions for Etalus and Clairen are easy enough, by taking away 3% or adding/subtracting 1% respectively.
Keep in mind, however, that this is still weight dependent, meaning that while as the defender, the attacker's character doesn't matter, the defender's character still plays a big role. To give perspective, Wrastor cannot CC starting at 59%, whereas
Loxodont cannot CC starting at 73%, a massive difference.
Jab Reset
When an opponent in knockdown is hit by a weak enough move, they will enter a knockdown hurt animation, lasting 14 frames.
- During this animation, weak hits will result in the hurt animation being reset to the first frame.
- Strong hits will result in regular hitstun, proceeding like any normal hit and launch.
- If this animation completes, the opponent is forced to getup.
This act of intentionally forcing a getup is known as a jab reset. Characters can only be forced with a neutral getup or a getup roll. It also clears the input buffer, meaning that a new directional input after the reset must be made in order to properly choose a getup option.
Hits that meet any of the following criteria will jab reset:
- The hit deals fixed knockback (knockback scaling of 0).
- The hit typically sends into light hitstun (knockback velocity below 13.5 cm/f).
Jab resets are a useful way of forcing tech chase options like Grab which are typically not possible on opponents in knockdown, as well as avoiding having to wait on the opponent's terms for a getup option.
Slideoff
If a character is in knockdown with horizontal momentum, whether it due to be floorhugging an attack or the natural momentum of a move, and slides off the edge of any surface, they will enter 6 frames of inactionable ledgeslip, similar to shield pushoff. You can start acting on frame 7 with any airborne action, whether it be a double jump, an Aerial, Special, or grabbing ledge. Notably, because the character enters tumble, air dodging requires the input to be released instead of pressed.
If the character hits the ground, they will enter knockdown which can be teched. After 25 frames of LedgeSlip state, the character will enter tumble.
This can be useful for escaping platform tech chases, as being sharked under platforms while being in constant knockdown or tech options can be easily chased down, and this allows the character to get back onto the stage, likely able to punish the opponent's endlag in time. This can also be useful if sliding off the edge of a side platform to immediately grab ledge out of it, forcing the opponent to switch from standard punish to ledgetrapping.
If a character is not in knockdown and slides off the edge after getting hit, the character is instantly actionableThis is technically the FallStart animation, meaning that you cannot immediately grab ledge behind you from this..
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