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RoA2/Wrastor: Difference between revisions

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|description=
|description=
*This move can be angled in and out to slightly change his trajectory.
*This move can be angled in and out to slightly change his trajectory.
*This move can be referred starting on the second window of active frames.
*This move can be reversed starting on the second window of active frames.
*This move can only be B-reversed on frame 8.
*This move can only be B-reversed on frame 8.
*Wrastor can begin grabbing ledge on frame 34-36, depending on angle.
*Wrastor can begin grabbing ledge on frame 34-36, depending on angle.

Latest revision as of 18:07, 13 April 2025


Overview

Wrastor
Weight:71
Hitstun Gravity:Average value is 1.3. The lower the value, the higher a character goes up before falling back down.1.1 cm/f/f
Max Fall Speed:Average value is 25. The higher the value, the quicker a character will fall back down. High values are considered fastfallers, whereas low values are considered floaties.22.6 cm/f
Dash Speed:Dash speed to run speed. [Amount of frames a dash takes.]

18.0 to 18.0 [16f]

Air Speed:The maximum air speed a character can drift at. [Air acceleration.]

13.2 cm/f [0.9 cm/f/f]

Jump Speed:Jump speed.]

Short Hop: 13.3
Full Hop: 21.55
Double Jump: 22.7

Overview
Wrastor is one of the most unique characters, characterized by his avian nature -- unlike other characters, he has three mid-air jumps, and he is the only character whose Strongs are all performed in the air. He also has some of the best mobility in the game thanks to his Slipstream, a projectile that beats all other projectiles, but also a current that turns Wrastor into one of the fastest characters in the game when passing through it, effectively letting him dash dance in the air with his slow fall speed. All of this allows for him to get consistent and effective edgeguards off stage, pressuring opponents incredibily well.

To balance him out, he is one of the lightest characters in the game, but his low gravity means that it is tricky to combo him. He'll have no trouble comboing the opponent, however, as he has a slurry of fast Aerials, including excellent juggle tools in the form of his Back Air and Up Air, as well as his Grab which can set up into brutal 50/50s for the opponent, where a wrong guess will result in a quick death through a Forward Strong, Up Strong, or his trickiest finisher, Up Special, all of which can kill at remarkably early percents when sweetspotted. Wrastor is playing the glass cannon archetype, but he's only glass if you can manage to land hits on him.

Wrastor is a glass cannon rushdown character who can be very difficult to pick up, due to how unique his air mechanics are compared to the cast, but with complete mastery, he is without a doubt one of the strongest characters in the game, able to end a match in a matter of moments.

Summary
Wrastor is the commander of the skies, using his unparalleled air control to dominate the airspace and never give the enemy a chance to fight back against his rapid onslaught of aerial attacks.
Pros Cons
  • Aerial Presence: Wrastor’s moves and air movement allow him to completely dominate the air.
  • Edgeguarding: Wrastor will start combos and end stocks against recovering opponents with zero worry.
  • Speed Install: If Wrastor hits Slipstream, almost no character can outpace him anywhere, and his punish game only gets better.
  • Tricky to Combo: Wrastor falls out of combos so often due to being floaty.
  • Kills Early: Wrastor has devastating KO power off his confirms, given his sweetspots.
  • Out of Shield: Wrastor has arguably the best punish on misspaced shield pressure with Up Special.
  • Dies Early: Wrastor is the lightest out of the cast, dying considerably earlier than others.
  • Learning Curve: Wrastor is very unique in the cast with his aerial combo routes, making it difficult to pick up at first.
  • Mental Stack: Wrastor lacks a lot of autopilot, having to aggressively track and read DI for his combos.
  • Bad Scrapping: Wrastor struggles to scrap compared to the cast.
  • Reliance on Confirms: Without finding confirms, he has to commit to hard reads to win with kill moves.
Wind Current
Wrastor can create an air current with his Slipstream (Forward Special), increasing his movement speed and air acceleration. This allows him to weave in and out of the opponent's threat range, baiting attacks with ease. For more, see Slipstream.
Winged Flight
Wrastor can perform three mid-air jumps instead of one. He will regain all three upon grabbing ledge.
Aerial Ace
Wrastor performs his Strongs in the air exclusively. He cannot perform them while grounded. Charging a Strong will stall him in the air. When he lands with Up Strong or Forward Strong, unlike his Aerials, he will not receive landing lag nor will he interrupt his endlag, instead continuing his Strong endlag on the ground. Any grounded StrongDefault Controls
Xbox:
GCN:
KB:
input will result in a Tilt. Because of this, Wrastor is the only character who can perform a Tilt out of his dash and run, though he cannot do it out of run turnaround. He also cannot perform a DACUS due to this limitation, nor can he jump cancel his Up Strong. Performing AttackDefault Controls
Xbox:
GCN:
KB:
while grounded will still result in Dash Attack like all other characters, impacting what Wrastor picks for settings on Right Stick.


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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Jab 1 3% 4 5-6 16 [3]Regular endlag.
[In-between frames before this Jab can be cancelled.]
23 [10]Regular IASA.
[Earliest Jab cancellable frame.].
N/A 4.0 + 0.0 45 -15 to -14
[-2 to -1]
Stun
Jab 2 3% 4 5-6 16 [2]Regular endlag.
[In-between frames before this Jab can be cancelled.]
23 [9]Regular IASA.
[Earliest Jab cancellable frame.].
N/A 4.0 + 0.0 45 -15 to -14
[-1 to 0]
Stun
Jab 3 6% 5 6-7 24 32 N/A 6.0 + 0.75 80 -21 to -20 Stun
  • Jab 1 and Jab 2 can be auto-floorhugged.

A sequence of punch-kick-kick. Jab 2 notably propels Wrastor forward a considerable distance during its active frames, even farther than his dash, making it useful to take space and combo into his finisher, though it is generally ineffective with tiltboosting as he remains stationary during its startup.

Jab 3 pops opponents up for an aerial followup, though his Forward Tilt or Down Tilt are also valuable launchers. This move is below average with tiltboosting.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Jab 1 True -9 to -8
[4 to 5]
-12 to -11
[1 to 2]
N/A N/A False False False 3 1.0× 1.0× 1.0× N/A× 3 3 4.400 2.57 True True True SpecifiedAngle
Jab 2 True -9 to -8
[5 to 6]
-12 to -11
[2 to 3]
N/A N/A False False False 3 1.0× 1.0× 1.0× N/A× 3 3 4.400 2.57 True True True SpecifiedAngle
Jab 3 False -17 to -16 -20 to -19 N/A N/A False False False 6 1.0× 1.0× 1.0× N/A× 6 5 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:
/ StrongDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Multihit 3% (2x) 9 10-11, 14-15 26 46 N/A 4.0 + 0.0 130 -29 to -28 Stun
Final Hit 3% 9 18-19 26 46 N/A 6.5 + 0.7 75 -25 to -24 Stun
  • If StrongDefault Controls
    Xbox:
    GCN:
    KB:
    is inputted while Wrastor is running or dashing, he will get this move instead of Dash Attack.

This is a multihit move that pops the opponent up. Useful for breaking crouch cancelling, making it useful for beating floorhugging. This move can be reversed with StrongDefault Controls
Xbox:
GCN:
KB:


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Multihit False -23 to -22 -26 to -25 N/A N/A False False False 3 0.5× 0.5× 1.0× N/A× 3 3 2.480 2.57 True True True SpecifiedAngle
Final Hit False -19 to -18 -22 to -21 N/A N/A False False False 5 1.0× 1.0× 1.0× N/A× 5 3 4.400 2.57 True True False SpecifiedAngle


Multihit:

  • Weight independent.


Up Tilt

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

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Top 10% 14 15 21 40 N/A 7.0 + 1.0 45 -16 Stun
Sour 8% 14 15-18 21 40 N/A 7.0 + 0.8 45 -18 to -15 Stun
Spike 10% 14 16-18 21 40 N/A 8.0 + 0.45 270 -15 to -13 Stun
  • If StrongDefault Controls
    Xbox:
    GCN:
    KB:
    is inputted while Wrastor is running or dashing, he will get this move instead of Dash Attack.

Wrastor props his foot up, before slamming down onto the floor. The hilt of his foot is the strongest, and it can even spike.

On the first active frame, it has a strong hit, allowing it to be a proper kill hit at high percents, high enough to even catch people on platforms as a tech chase option. On later active frames, this hit becomes a spike, making it useful for edgeguard situations and instant knockdown situations, though this can be teched. The weak hit is generally hard to use effectively due to the move's endlag.

On certain stages, this move is high enough to be able to reach above platforms, being a good poke option.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Top False -16 -19 N/A N/A False False False 10 1.0× 1.0× 1.0× N/A× 10 9 10.000 11.39 True True False SpecifiedAngle
Sour False -16 to -13 -19 to -16 N/A N/A False False False 8 1.0× 1.0× 1.0× N/A× 8 7 8.400 8.42 True True False SpecifiedAngle
Spike False N/A N/A N/A N/A False False False 10 1.0× 1.0× 1.0× N/A× 10 9 10.000 11.39 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:
/ StrongDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Sour 5% 6 7-9 23 33 N/A 5.0 + 0.4 45 -21 to -19 Stun
Sweet 7% 6 7-9 23 33 N/A 5.5 + 0.65 68 -20 to -18 Stun
  • If StrongDefault Controls
    Xbox:
    GCN:
    KB:
    is inputted while Wrastor is running or dashing, he will get this move instead of Dash Attack.

Crouching sweep. His best option to actively whiff punish in combination with dash dancing.

This is a useful launcher which can set up into any of his Aerials, though he often needs Slipstream to be fast enough to follow up. This Can confirm into Forward Strong as a confirm.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Sour False -17 to -15 -20 to -18 N/A N/A False False False 5 1.0× 1.0× 1.0× N/A× 5 5 6.000 4.65 True True False SpecifiedAngle
Sweet False -17 to -15 -20 to -18 N/A N/A False False False 7 1.0× 1.0× 1.0× N/A× 7 6 7.600 7.08 True True False SpecifiedAngle



Dash Attack

While Dashing / Running AttackDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Early 7% 6 7-10 22 [20/12]Airborne / Jump cancelled. 41 [39/31]Airborne / Jump Cancelled. N/A 6.25 + 0.6 70 -29 to -26 Stun
Mid 5% 6 11-14 22 [20/12]Airborne / Jump cancelled. 41 [39/31]Airborne / Jump Cancelled. N/A 5.0 + 0.5 75 -25 to -22 Stun
Late 3% 6 15-18 22 [20/12]Airborne / Jump cancelled. 41 [39/31]Airborne / Jump Cancelled. N/A 3.5 + 0.4 80 -23 to -20 Stun
  • Can be jump cancelled if Wrastor is airborne during endlag.
  • This move, unlike most Dash Attacks, does not keep Wrastor grounded, turning into an aerial hit when going off an edge. This also means that it's possible to fastfall this move.

Wrastor charges into his opponents beak-first. Wrastor's Dash Attack continues when falling off an edge, making it able to directly combo into off stage Aerials to continue. The strong hit can pop quite high to send onto platforms, creating a tech chase. The weak hit can be plus, letting him get a follow up Grab or Aerial.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Early False ERROR! ERROR! N/A N/A False False False 7 1.0× 1.0× 0.9× N/A× 7 6 6.480 7.08 False True False SpecifiedAngle
Mid False ERROR! ERROR! N/A N/A False False False 5 1.0× 1.0× 0.9× N/A× 5 5 5.200 4.65 False True False SpecifiedAngle
Late False ERROR! ERROR! N/A N/A False False False 3 1.0× 1.0× 0.85× N/A× 3 3 3.920 2.57 False True False SpecifiedAngle



Strong Attacks

Forward Strong

While Airborne ( Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ 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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Sweetspot 14% 10+5 [15]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
16-17 35 55 N/A 7.0 + 1.0 45 -27 to -26 Stun
Sour 10% 10+5 [15]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
16-19 35 55 N/A 6.0 + 0.8 45 -30 to -27 Stun
  • Unlike standard Strong moves, this move cannot be done while grounded.
  • On charge, this move resets Wrastor's vertical momentum to 0 on frame 1 of charge, and horizontal momentum to 0 on frame 2 on charge, freezing until charge is released.

Wrastor claps his wings together to deliver a powerful blow, sometimes known as Forward Clap or F-Clap. This move has a sweetspot, signified by the sparkle near the edge of his feathers and a unique sound effect when connected.

Because it only resets vertical momentum on frame 1 of charge, it is possible to hover clap, a technique done by charging Clap for exactly 1 frame that allows for Wrastor to continue moving forward while not falling.

This move is one of his best confirms, a reliable finisher on many characters. It can take good stocks off the sides of the stage, making it a kill confirm from edgeguard attempts.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Sweetspot False -30 to -29 -33 to -32 N/A N/A False False False 16 1.0× 1.0× 1.0× N/A× 16 12 13.200 18.37 True True False SpecifiedAngle
Sour False -30 to -27 -33 to -30 N/A N/A False False False 10 1.0× 1.0× 1.0× N/A× 10 9 10.000 11.39 True True False SpecifiedAngle



Up Strong

While Airborne 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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Sweetspot 13% 10+6 [16]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
17-18 32 53 N/A 7.0 + 1.05 90 -25 to -24 Stun
Sour 9% 10+6 [16]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
17-20 32 53 N/A 6.0 + 1.0 85 -28 to -25 Stun
  • Unlike standard Strong moves, this move cannot be done while grounded.
  • On charge, this move resets Wrastor's vertical momentum to 0 on frame 1 of charge, and horizontal momentum to 0 on frame 2 on charge, freezing until charge is released.

Wrastor turns his body upwards and claps his wings above himself, sometimes known as Up Clap or U-Clap. This move has a sweetspot, signified by the sparkle near the edge of his feathers and a unique sound effect when connected.

Because it only resets vertical momentum on frame 1 of charge, it is possible to hover clap, a technique done by charging Clap for exactly 1 frame that allows for Wrastor to continue moving forward while not falling.

This move is one of his best confirms, a reliable finisher on many characters. Notably, it can be comboed into incredibly well from Down Special or Pummel Special into Down Throw, where it is possible to cover most tech options and DI with Wrastor's drift.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Sweetspot False -27 to -26 -30 to -29 N/A N/A False False False 15 1.0× 1.0× 1.0× N/A× 15 11 12.400 16.49 True True False SpecifiedAngle
Sour False -27 to -24 -30 to -27 N/A N/A False False False 9 1.0× 1.0× 1.0× N/A× 9 8 9.200 9.86 True True False SpecifiedAngle



Down Strong

While Airborne 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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Whiff N/A 7+4 [11]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
12-35 5 55 24 N/A N/A N/A
Hit 11% 7+4 [11]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
12-35*Wrastor immediately bounces after landing any hit, cancelling the on hit window. 18 N/AThe earliest Wrastor can interrupt this move is frame 31. 24 6.0 + 0.6 270 -10 Stun
  • Unlike standard Strong moves, this move cannot be done while grounded.
  • This move stalls Wrastor in the air while charging.
  • Wrastor dives downward during this move. The longer it is charged, the further he dives.

Wrastor lunges downwards with his talons outstretched. This is the only non-Clap move, and it is quite unique. The distance he travels is dependant on his charge. This attack has a powerful spike effect, but the spike can be teched, making it interesting for edgeguards. It can also be useful to combo into Up Strong on grounded opponents.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Whiff N/A -16 -19 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
Hit False N/A N/A N/A N/A False False False 11 1.0× 1.0× 1.0× N/A× 11 9 10.800 13.00 True True False SpecifiedAngle



Aerials

Neutral Air

While Airborne AttackDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Hit 1 (Outer) 3% 4 5-7 18 46 12 5.0 + 0.2 32 -10 Stun
Hit 1 (Inner) 3% 4 5-7 18 46 12 5.0 + 0.2 65 -10 Stun
Hit 2 (Early) 5% 4 16-18 18 46 12 4.5 + 0.875 40 -8 Stun
Hit 2 (Late) 4% 4 19-27 18 46 12 3.0 + 0.6 40 -9 Stun

A double kick. Surprisingly active, with both hits sending outward. Excellent edgeguard tool.

This move generally relies on both hits connecting, meaning that Wrastor generally favors doing this move while approaching or below an opponent, as otherwise it is difficult to connect the second hit. This can be a useful shield pressure mixup due to being a double hit compared to his other aerials.

This can also be a useful offstage finisher as it sends outwards, his only real finisher outside of his Claps. The second hit is quite active, making it especially useful for catching recoveries.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Hit 1 (Outer) False -4 -7 N/A N/A False False False 4 1.0× 1.0× 1.0× 0.9× 4 3 4.400 2.57 True True False SpecifiedAngle
Hit 1 (Inner) False -4 -7 N/A N/A False False False 4 1.0× 1.0× 1.0× 0.9× 4 3 4.400 2.57 True True False SpecifiedAngle
Hit 2 (Early) False -4 -7 N/A N/A False False False 6 1.0× 1.0× 0.9× 1.0× 6 5 6.000 4.65 True True False SpecifiedAngle
Hit 2 (Late) False -4 -7 N/A N/A False False False 4 1.0× 1.0× 0.9× 1.0× 4 4 5.200 3.57 True True False SpecifiedAngle



Forward Air

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

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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Base 7% 8 9-12 23 36 10 5.0 + 0.5 45 -5 Stun
Tipper 5% 8 9-12 23 36 10 4.0 + 0.5 60 -6 Stun

Wrastor swings his wing forward, sweeping downward.

This is a good move to space on shields for shield pressure. This can combo into all of his other Aerials, as well as his Claps, popping the opponent upward for a follow up. Catching opponents on DI in can lead to almost any extension, including a finisher with Up Special. Not as good of a finisher, with Neutral Air being better for this.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Base False -2 -5 N/A N/A False False False 7 1.0× 1.0× 0.9× 1.0× 7 6 7.600 7.08 True True False SpecifiedAngle
Tipper False -2 -5 N/A N/A False False False 5 1.0× 1.0× 0.85× 1.0× 5 5 6.000 4.65 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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Sweet 6% 5 6-8 22 38 10 4.0 + 0.9 65 -6 Stun
Sour 5% 5 6-15 22 38 10 4.0 + 0.65 55 -6 Stun

Wrastor does a back kick.

This is one of his best combo extensions due to its speed, especially when combined with hitfalling. It also sends straight up on DI in, making it able to combo into his Claps quite well. Generally does not kill and is a juggle tool, but it can be useful for walling out the opponent for edgeguarding, especially when done with dropping from ledge and fully drifting out.

This is also his best Aerial out of shield, especially against opponents behind him.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Sweet False -2 -5 N/A N/A False False False 6 1.0× 1.0× 0.85× 1.0× 6 5 6.800 5.82 True True False SpecifiedAngle
Sour False -2 -5 N/A N/A False False False 5 1.0× 1.0× 0.85× 1.0× 5 5 6.000 4.65 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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Early 7% 8 9-11 28 43 11 5.5 + 0.75 75 -6 Stun
Late 5% 8 12-14 28 43 11 4.0 + 0.5 75 -7 Stun

Wrastor sweeps above him.

This is generally a combo extender, juggling opponents above and catching landings. This also can be useful for sharking platforms. This can lead to his Claps at high percents.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Early False -3 -6 N/A N/A False False False 7 1.0× 1.0× 0.92× 0.925× 7 6 7.600 7.08 True True False SpecifiedAngle
Late False -3 -6 N/A N/A False False False 5 1.0× 1.0× 0.92× 0.925× 5 5 6.000 4.65 True True False SpecifiedAngle



Down Air

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

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Feet 7% 9 10-13 16 32 12 7.0 + 0.5 133 -7 Stun
Wing Spike 6% 9 14-15 16 32 10 3.0 + 0.6 310 -6 Stun

Wrastor sweeps his feet below him. Has a hitbox on his hands as a spike.

The initial hit sends backwards. This can be useful on grounded opponents in neutral, able to send into a tech chase on DI out and an Aerial on DI in. It also sets up for good filler in combos to follow up into his other Aerials.

The spike hitbox can be nice for edgeguarding, making it useful for occupying ledge against recovering opponents.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Feet False -4 -7 N/A N/A False False False 7 1.0× 1.0× 0.8× 1.0× 7 6 7.600 7.08 True True False SpecifiedAngle
Wing Spike False N/A N/A N/A N/A False False False 6 1.0× 1.0× 1.0× 1.0× 6 5 6.800 5.82 False True False SpecifiedAngle



Specials

Neutral Special - Tornado

Uncharged: SpecialDefault 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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Multihit (Front/Back) 1% (11x) 7 8-11, 12-15, 16-19, 20-23, 24-27, 28-31, 32-35, 36-39, 40-43, 44-47, 48-49 36Grounded. 90 / 96Grounded / airborne. 24 6.0 + 0.0 125 N/A Stun
Multihit (Bottom) 1% (11x) 7 8-11, 12-15, 16-19, 20-23, 24-27, 28-31, 32-35, 36-39, 40-43, 44-47, 48-49 36Grounded. 90 / 96Grounded / airborne. 24 8.0 + 0.0 90 N/A Stun
Final 3% 7 51-53 36Grounded. 90 / 96Grounded / airborne. 24 5.0 + 0.65 90 -36 to -34Grounded. Stun
  • Holding SpecialDefault Controls
    Xbox:
    GCN:
    KB:
    during this move will cause Wrastor to float upward.
  • Puts Wrastor into pratfall.
  • Can hold Default Controls
    Xbox/GCN: Left Analog Stick
    KB: / / /
    or Default Controls
    Xbox/GCN: Left Analog Stick
    KB: / / /
    to change Wrastor's positioning during this move.

Wrastor spins around in a tornado. It's an okay recovery mixup, but it is a laggy move with low KO potential off the top, making it less useful for combos. He can drift during this move whether grounded or aerial.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Multihit (Front/Back) False -16 -19 ReverseMomentum N/A False False False 3 0.0× 1.0× 1.0× N/A× 3 2 2.000 0.17 True True True SpecifiedAngle
Multihit (Bottom) False -16 -19 ReverseMomentum N/A False False False 3 0.0× 1.0× 1.0× N/A× 3 2 2.000 0.17 True True True SpecifiedAngle
Final False -16 -19 ReverseMomentum N/A False False False 6 1.0× 1.0× 1.0× N/A× 6 3 4.400 2.57 True True False SpecifiedAngle


Multihit (Front/Back):

  • Can rehit after 5 frames.

Multihit (Bottom):

  • Can rehit after 5 frames.

Charged: SpecialDefault Controls
Xbox:
GCN:
KB:
Partial Hold

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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Multihit (Front/Back) 1% (16x) 7 8-11, 12-15, 16-19, 20-23, 24-27, 28-31, 32-35, 36-39, 40-43, 44-47, 48-51, 52-55, 56-59, 60-63, 64-67, 68-69 36Grounded. 110 / 116Grounded / airborne. 24 6.0 + 0.0 125 N/A Stun
Multihit (Bottom) 1% (16x) 7 8-11, 12-15, 16-19, 20-23, 24-27, 28-31, 32-35, 36-39, 40-43, 44-47, 48-51, 52-55, 56-59, 60-63, 64-67, 68-69 36Grounded. 110 / 116Grounded / airborne. 24 8.0 + 0.0 90 N/A Stun
Final 3% 7 71-73 36Grounded. 110 / 116Grounded / airborne. 24 5.0 + 0.65 90 -36 to -34Grounded. Stun

This variant can be gotten by fully charging the move.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Multihit (Front/Back) False -16 -19 ReverseMomentum N/A False False False 3 0.0× 1.0× 1.0× N/A× 3 2 2.000 0.17 True True True SpecifiedAngle
Multihit (Bottom) False -16 -19 ReverseMomentum N/A False False False 3 0.0× 1.0× 1.0× N/A× 3 2 2.000 0.17 True True True SpecifiedAngle
Final False -16 -19 ReverseMomentum N/A False False False 6 1.0× 1.0× 1.0× N/A× 6 3 4.400 2.57 True True False SpecifiedAngle


Multihit (Front/Back):

  • Can rehit after 5 frames.

Multihit (Bottom):

  • Can rehit after 5 frames.


Forward Special - Slipstream

Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ 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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Summoning Tornado N/A 7 8 14 23 N/A N/A N/A N/A
Tornado 3% 7 8-307 N/A N/A N/A 3.5 + 0.0 90 N/A No Stun (None)
Cooldown N/A 7 N/A 8 16 N/A N/A N/A N/A
  • Both the initial hit and the tornado can be auto-floorhugged.
  • Successful Slipstream lasts for 10 seconds (600 frames). Cooldown Slipstream lasts for 5 seconds (300 frames).

Wrastor's speed install. If he gets it up, he's zooming, but he's fragile with it.

Wrastor sets this up by throwing out a tornado, causing a slipstream to spawn. The tornado will deal light hitstun to any opponent on contact, but the slipstream is the real key, as it's a zone that increases Wrastor's speed on all accounts.

While Wrastor is in Slipstream's zone, his movement speed and air speed dramatically increase, becoming nearly the fastest character in the cast both on the ground and in the air. This move is essential for neutral and punish, as it unlocks many follow ups that are otherwise impossible for him.

The projectile itself is also useful, since it will destroy any projectiles in the way, being immune to projectiles itself, and it can be used as a combo tool for Wrastor, able to confirm into Grab up close. The tornado will not stop if it hits any hurtbox, instead continuing along its original path.

However, Wrastor can't always get this Slipstream up. If the tornado is hit by a hitbox it will be destroyed, putting the move on cooldown instead of activating it. Slipstream will also deactivate any time Wrastor is grabbed or sent into heavy hitstun. This means that Wrastor has to be mindful of when to throw out his Slipstream. Sometimes, it might be best to throw it in the other direction altogether, and if he has it up, he should be aiming to convert his opening as much as possible, since losing certain interactions in neutral will lead to his Slipstream being destroyed.

Notably, Wrastor does not lose slipstream if his attacks get parried, but he will lose slipstream if the opponent parries the tornado.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Summoning Tornado N/A -6 -9 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
Tornado True N/A N/A N/A N/A True True False 4 1.0× 1.0× 1.0× N/A× 3 3 4.400 2.57 False True False SpecifiedAngle
Cooldown N/A ERROR! ERROR! 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



Up Special - Wing Slash

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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Sweetspot 14% 6 7 25 35*Wrastor enters pratfall on frame 35, and he can begin grabbing ledge. 30 6.5 + 1.2 45 N/A Stun
Sour (Early) 7% 6 8-11 25 35*Wrastor enters pratfall on frame 35, and he can begin grabbing ledge. 30 6.0 + 0.35 75 N/A Stun
Sour (Late) 6% 6 12-15 25 35*Wrastor enters pratfall on frame 35, and he can begin grabbing ledge. 30 5.0 + 0.35 90 N/A Stun
  • This move can be angled in and out to slightly change his trajectory.
  • This move can be reversed starting on the second window of active frames.
  • This move can only be B-reversed on frame 8.
  • Wrastor can begin grabbing ledge on frame 34-36, depending on angle.

A rising uppercut. While Wrastor's wing has amazing range, this move is notable for its sweetspot, which has incredibly early KO potential, one of his earliest kill options when landed. With good setups, this move heightens Wrastor's kill potential to the maximum, making his early kill confirms much more potent than other characters are capable of. This move can especially punish opponents who misspace on shield due to its low startup.

The sweetspot is an excellent out of shield option for poorly spaced shield pressure, though when done out of shield, it is not possible to reverse this hit due to relying on a B-reverse, which comes after the sweetspot hit.

This is also Wrastor's faster recovery tool, much faster compared to Neutral Special, though it can be quite easily ledgehogged due to its few active frames.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Sweetspot False -22 -25 ReverseFacing N/A False False False 14 1.0× 1.0× 1.0× N/A× 14 12 13.200 18.37 False True False SpecifiedAngle
Sour (Early) False -22 -25 ReverseFacing N/A False False False 7 1.0× 1.0× 1.0× N/A× 7 6 7.600 7.08 True True False SpecifiedAngle
Sour (Late) False -22 -25 ReverseFacing N/A False False False 6 1.0× 1.0× 1.0× N/A× 6 5 6.800 5.82 True True False SpecifiedAngle


Sweetspot:

  • Cannot reverse hit or break projectiles. Landing during endlag will still apply +30 special landing lag.


Down Special - Wind Kick

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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Hitgrab (Grounded) 14% 18 19-36*This window immediately ends on a successfuly grab or collision. 33Ends grounded./15Ends airborne. [30On collision.] 70On whiff. N/A 7.0 + 0.0 0 -19 Stun
Hitgrab (Aerial) 14% 18 19-36*This window immediately ends on a successfuly grab or collision. 33Ends grounded./15Ends airborne. [30On collision.] 70On whiff. "Landing"This happens if landing during active frames. / 10This happens if landing during airborne endlag. 5.0 + 0.0 300 -19 Stun
Throw (Grounded) 9% 20*Only occurs on a successful grab. N/A 6 27 N/A 10.0 + 0.4 90 N/A N/A
Throw (Aerial) 9% 20*Only occurs on a successful grab. N/A 6 27 N/A 10.0 + 0.4 90 N/A N/A
Landing 8% *Activates on landing. 1 25 27 N/A 8.0 + 0.3 60 -19 Stun
  • This move is a command grab, though it is also uniquely a hitgrab, meaning that it cannot grab shielding opponents.
  • Always tumbles.
  • The landing hit can only hit grounded opponents.

Wind Kick can be used on the ground or in the air. When Wrastor uses Wind Kick, he rockets forward with his talon enveloped in an aura of wind energy. He travels directly forward on the ground, and diagonally forwards and down when he is in the air. On grab, Wrastor will fling the opponent upwards for an opportunity to combo them.

If hitting a shield, Wrastor will just bounce backwards if he kicks a shielding foe. This is fine, but if he has to contest shield, it is generally safer on shield if he does it while grounded. Wrastor also has a brief hitbox on the landing hitbox of the aerial variant.

This move is slow, making it extremely bad when telegraphed or reactable, but it can yield great reward when landed, making it a useful callout. At low to mid percents, this leads to combo situations, and it can kill confirm into Up Strong at high percents.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Hitgrab (Grounded) False ERROR! ERROR! ReverseFacing N/A False False False 7 1.0× 1.0× 1.0× N/A× 7 12 2.000 18.37 True True False SpecifiedAngle
Hitgrab (Aerial) False N/A N/A ReverseMomentum N/A False False False 7 1.0× 1.0× 1.0× N/A× 7 12 2.000 18.37 True True False SpecifiedAngle
Throw (Grounded) N/A ERROR! ERROR! 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 N/A True True N/A
Throw (Aerial) N/A ERROR! ERROR! 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 N/A True True N/A
Landing False -17 -20 ReverseMomentum N/A False False False 8 1.0× 1.0× 1.0× N/A× 8 7 8.400 8.42 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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found 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

Wrastor's setplay all comes from his Grab, able to set up into various 50/50s and guesses that are in Wrastor's favor. Has pretty good range compared to Wrastor's thin hurtboxes.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
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 N/A N/A N/A
Dash Grab N/A -20 to -19 -23 to -22 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 -23 to -22 -26 to -25 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A



Pummel Attack

GrabDefault Controls
Xbox:
GCN:
KB:
> AttackDefault Controls
Xbox:
GCN:
KB:

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found 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 N/A Stun

Wrastor lightly taps the opponent. Due to the reward of Pummel Special, this can be a powerful 50/50 to break opponents out of CC/FH percents and enable regrab tech chases.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
False N/A N/A N/A N/A False False False 8 1.0× 1.0× 1.0× N/A× 8 7 8.400 8.42 False False True SpecifiedAngle



Pummel Special

GrabDefault Controls
Xbox:
GCN:
KB:
> SpecialDefault Controls
Xbox:
GCN:
KB:

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
3% 10 11-14, 15-18, 19-22 15 38 N/A 4.0 + 0.0 70 N/A Stun

This places Wrastor and the opponent onto a temporary tornado platform. Best used to lead into Down Throw, where he can read tech options with either Clap.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
False N/A N/A N/A N/A False False False 3 1.0× 1.0× 1.0× N/A× 3 3 4.400 2.57 True False True SpecifiedAngle



Forward Throw

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

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
6% 17 18-19 21 41 N/A 7.0 + 0.5 45 N/A Stun
  • Tumbles at 19%.

This tosses the opponent away. Generally only useful for tossing them offstage or resetting positioning.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
False N/A N/A N/A N/A False False False 6 1.0× 1.0× 1.0× N/A× 6 5 6.800 5.82 False True True SpecifiedAngle



Back Throw

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

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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Ground Throw 5% 19 20 23 44 N/A 7.0 + 0.45 125 N/A Stun
Spike 5% 19 20 23 44 N/A 5.0 + 0.15 260 N/A Stun
  • Tumbles at 23%.

If done at an edge, the opponent will be sent straight downward. Can confirm into Forward Strong on DI in.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Ground Throw False N/A N/A N/A N/A False False False 5 1.0× 1.0× 1.0× N/A× 5 5 6.000 4.65 False True True SpecifiedAngle
Spike False N/A N/A N/A N/A False False False 5 1.0× 1.0× 1.0× N/A× 5 5 6.000 4.65 False True True SpecifiedAngle



Up Throw

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

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
4% 13 14-16 30 47 N/A 12.0 + 0.25 80 N/A Stun
  • Always tumbles.

This is his combo throw. Useful on fastfallers at early percents. He can confirm this into Up Strong kill on DI in. This is a DI mixup with Back Throw.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
False N/A N/A N/A N/A False False True 4 1.0× 1.0× 1.0× N/A× 4 4 5.200 3.57 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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
3% 30 31 11 43Wrastor notably ends in the air after this throw. N/A 8.0 + 0.0 270 N/A N/A
  • This throw leaves Wrastor in the air when ended.
  • Always tumbles.

This move puts the opponent into an instant tech situation. He can follow up with Down Strong or Down Air on tech in place or mistech as a default. Down Air is safer, as Wrastor is safe to track tech away or tech in even on whiff.

This throw also leads to tech chases on platforms, both for regular ones and Pummel Special, which can be chased into Up Special as a kill option.

This throw is good against floaties at early percents.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
N/A N/A N/A N/A True N/A N/A N/A N/A N/A N/A 0.5× N/A N/A N/A N/A N/A N/A True True N/A



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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
4% 21 22-23, 28-29 26 56 N/A 8.0 + 0.3 45 -24 to -23 Stun
  • Intangible between frames 1-29.
  • Ledge is no longer occupied starting on frame 31.

Wrastor kicks into the stage. A standard mixup to ledgedash and Aerial from ledge.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
False -19 to -18 -22 to -21 N/A N/A False False False 5 1.0× 1.0× 1.0× N/A× 5 4 5.200 1.78 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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Dive 4% 35 36-44 33 82 N/A 8.0 + 0.0 270 -42 to -34 Stun
Landing 12% 35 46-48 33 82 N/A 10.0 + 0.65 45 -26 to -24 Stun
  • Intangible between frames 1-40.
  • Ledge is no longer occupied starting on frame 21.

Wrastor flies into the air high above the stage and slams down. This is extremely reactable, making it a poor option against ledgetrapping opponents. However, this is good against recovering opponents as an edgeguard, especially when forcing the opponent to recover high by threatening a ledgehog while grabbing ledge. This move is not meant as a callout, however, and it should be generally used as a confirm instead when the opponent has nowhere else to go, since it is quite punishable on whiff.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Dive False N/A N/A N/A N/A False False False 4 1.0× 1.0× 1.0× N/A× 4 4 2.000 0.00 True False True SpecifiedAngle
Landing False -27 to -25 -30 to -28 N/A N/A False False False 12 1.0× 1.0× 1.0× N/A× 12 10 11.600 17.64 True True False SpecifiedAngle



Getup Attack

During Knockdown AttackDefault Controls
Xbox:
GCN:
KB:

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
6% 16 17-18, 22-23 27 51 N/A 9.0 + 0.25 45 -24 to -23 Stun
  • Intangible between frames 1-23.

This is a standard wakeup option, able to mixup against opponents who preemptively punish mistech or misspace.


AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
False -20 to -19 -23 to -22 N/A N/A False False False 6 1.0× 1.0× 1.0× N/A× 6 5 6.800 5.82 True True False SpecifiedAngle



Getup Special

During Knockdown SpecialDefault 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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Multihit 1% (2x) 23 24-27, 28-31 32 68 N/A 3.0 + 0.0 140 -38 to -35 Stun
Final 3% 23 32-35 32 68 N/A 9.0 + 0.25 70 -33 to -30 Stun
  • Intangible between frames 1-19.

Wrastor spins around in a tornado. This is much longer and more active compared to Getup Attack, making it a decent timing mixup to catch out opponents who wait for Getup Attack.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Multihit False -31 to -28 -34 to -31 N/A N/A False False False 3 1.0× 1.0× 1.0× N/A× 3 2 2.000 0.85 True True True SpecifiedAngle
Final False -27 to -24 -30 to -27 N/A N/A False False False 6 1.0× 1.0× 1.0× N/A× 6 3 2.000 2.57 True True False SpecifiedAngle


Multihit:

  • Invincible for first 19 frames.


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 WindowWhich 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. Shield SafetyHow safe is a move on shield? The calculation can be found here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Multihit 1% (6x) 23 24-27, 28-31, 32-35, 36-39, 40-43, 44-47 38 90 N/A 3.0 + 0.0 140 -44 to -41 Stun
Final 3% 23 48-51 38 90 N/A 9.0 + 0.25 70 -39 to -36 Stun
  • Intangible between frames 1-19.

This variant can be gotten by holding down SpecialDefault Controls
Xbox:
GCN:
KB:
, hitting with a second larger tornado spin of hits. This is the third level of timing mixup when coupled with Getup Attack and the uncharged variant.


Hit / Hitbox AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. B-Reverse?This determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. Forces Tumble?Does the hitbox force tumble regardless of knockback? HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. SSDIModifies the strength of opponent's SSDI. ASDIModifies the strength of opponent's ASDI. HitstunModifies the amount of hitstun incurred upon hit. Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Multihit False -37 to -34 -40 to -37 N/A N/A False False False 3 1.0× 1.0× 1.0× N/A× 3 2 2.000 0.85 True True True SpecifiedAngle
Final False -33 to -30 -36 to -33 N/A N/A False False False 6 1.0× 1.0× 1.0× N/A× 6 3 2.000 2.57 True True False SpecifiedAngle



Cosmetics

Default

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

Parrot

Common Tier skin unlocked at Character Level 50. Cannot be purchased in the shop.

Default Red Blue Green
Wrastor's Default Parrot Palette Wrastor's Red Team Parrot Palette Swap Wrastor's Blue Team Parrot Palette Swap Wrastor's Green Team Parrot Palette Swap
Unlocked at Character Level 50 Unlocked at Character Level 50 Unlocked at Character Level 50 Unlocked at Character Level 50

Abyss

Epic Tier Skin unlocked at Character Level 100. Cannot be purchased in the shop.

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

Retro

Rare Tier skin exclusive to Kickstarter Backers at the Aetherian Hero tier or higher.

Default Red Blue Green
Wrastor's Default Retro Palette Wrastor's Red Team Retro Palette Swap Wrastor's Blue Team Retro Palette Swap Wrastor's Green Team Retro Palette Swap
Kickstarter Backer exclusive Kickstarter Backer exclusive Kickstarter Backer exclusive Kickstarter Backer exclusive

Early Bird

Rare Tier skin exclusive to Kickstarter Backers at any of the "Early Bird Special" tiers or the "Digital Collector's Edition" tier or higher. It is not planned to be made available again in the future.

Default Red Blue Green
Wrastor's Default EarlyBird Palette Wrastor's Red Team EarlyBird Palette Swap Wrastor's Blue Team EarlyBird Palette Swap Wrastor's Green Team EarlyBird Palette Swap
Kickstarter Backer exclusive Kickstarter Backer exclusive Kickstarter Backer exclusive Kickstarter Backer exclusive

Bluejay

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

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

Puffin

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

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

Mecha Wrastor

Rare Tier skin available for purchase in the Bucks Shop. It has custom SFX.

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

Low Poly

Rare Tier skin available in the Rivals 3D Event Pass at Event Level 12. Also purchasable in the Bucks Shop.

Default Red Blue Green
Wrastor's Default LowPoly Palette Wrastor's Red Team LowPoly Palette Swap Wrastor's Blue Team LowPoly Palette Swap Wrastor's Green Team LowPoly Palette Swap
Rivals 3D Event Pass Rivals 3D Event Pass Rivals 3D Event Pass Rivals 3D Event Pass

Spangled

Rare Tier skin available for purchase in the Creator Bundle.

Default Red Blue Green
Wrastor's Default Spangled Palette Wrastor's Red Team Spangled Palette Swap Wrastor's Blue Team Spangled Palette Swap Wrastor's Green Team Spangled Palette Swap
Purchasable in the Creator Bundle Comes with purchase of this skin Comes with purchase of this skin Comes with purchase of this skin

Lovers

Rare Tier skin available in the Lovers Homecoming Event Pass at Event Level 12.

Default Red Blue Green
Wrastor's Default Lovers Palette Wrastor's Red Team Lovers Palette Swap Wrastor's Blue Team Lovers Palette Swap Wrastor's Green Team Lovers Palette Swap
Lovers Homecoming Event Pass Lovers Homecoming Event Pass Lovers Homecoming Event Pass Lovers Homecoming Event Pass

Tony Tailslide

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

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

Navigation

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















System Pages

Essentials
How to PlayControlsSystem Mechanics
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Detailed & Advanced Information
Universal StrategyFrame Data ExplanationEsoterica
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Archived Information
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In-Game StoreIconsEmotesCharacter Progression

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