More actions
BlueBubbee (talk | contribs) →Lovers: Fix unlock conditions |
|||
Line 268: | Line 268: | ||
|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 |
*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
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 |

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.
![]() |
|
Pros | Cons |
|
|
Xbox:

GCN:
KB:
Xbox:
GCN:
KB:
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
Parrot
Common Tier skin unlocked at Character Level 50. Cannot be purchased in the shop.
Default | Red | Blue | Green |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
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 |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
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 |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
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 |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
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 |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
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 |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
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 |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
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 |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
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 |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
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 |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
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 |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
![]() |
To edit frame data, edit values in RoA2/Wrastor/Data. |
Essentials
• How to Play • Controls • System Mechanics •
• Stages • HUD • Training Mode • Glossary •
Detailed & Advanced Information
• Universal Strategy • Frame Data Explanation • Esoterica •
• Gameplay Recording • Ranked Mode • Character Stats •
Archived Information
• FAQ • Patch Notes • Discords •
Customization
• In-Game Store • Icons • Emotes • Character Progression •