
In the case of Zetterburn, his damage not only comes from his attack chains, but his unique fire mechanic. His flame-based attacks, including his Specials and his Back Air, set their target ablaze, and he can even control the stage with fire, using his Ledge Special, Getup Special and Down Special. causing them to take gradual damage, but more importantly, boost the power of all his Strongs, able to kill at shockingly early percents if landed. Don't worry, he can also get kills off his sweetspotted Forward Air if needed.
Zetterburn has many good combo tools to lead into his kills. His Shine comes out on frame 2, can be cancelled with a jump, and it has a unique radial angle, able to send at all angles depending on Zetterburn's position. This makes it an essential combo tool, one of the fastest moves in the game. Don't worry if you can't get close enough, as Zetterburn's Fireball provides him with a way to contest far ranges. Combined with his good aerials like Down Air, Neutral Air, Up Air, he can find a variety of options for setting up tech chases and air juggles. Along with Zetterburn's Grab which can set up into confirms with Up Throw and Down Throw, Zetterburn has all the tools to get big hits into his opponent.
Zetterburn runs an aggressive, flexible rushdown gameplan. With all of his tools combined, he can easily overwhelm and out-neutral his opponents, and with one of the most potent punish games out of all characters, he is capable of ending entire games from exploiting the opponent's smallest of mistakes. He's straightforward, and if the opponent isn't ready for buttons to be pressed in their face at blazing speed, he will reduce stocks to ashes from just one misplay.
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Pros | Cons |
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Normal Moves
Jab
AttackDefault Controls
Xbox:
GCN:
KB: (>
AttackDefault Controls
Xbox:
GCN:
KB: >
AttackDefault Controls
Xbox:
GCN:
KB: )
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 3% | 4 | 5-6 | 14 [4]Regular endlag. [In-between frames before this Jab can be cancelled.] |
21 [11]Regular IASA. [Earliest Jab cancellable frame.]. |
N/A | 4.0 + 0.0 | 45 | 3 | Stun |
Jab 2 | 3% | 3 | 4-5 | 16 [2]Regular endlag. [In-between frames before this Jab can be cancelled.] |
22 [8]Regular IASA. [Earliest Jab cancellable frame.]. |
N/A | 4.0 + 0.0 | 50 | 3 | Stun |
Jab 3 | 6% | 5 | 6-7 | 17 | 25 | N/A | 6.0 + 0.5 | 55 | 5 | Stun |
A simple three-hit jab that knocks opponents away. It is very fast, and its second and third hits can be canceled into Tilts.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | True | N/A | N/A | False | False | False | 4 | Default | Default | 1.0 | N/A | 4 | 4.400 | 2.57 | True | True | True | SpecifiedAngle |
Jab 2 | True | N/A | N/A | False | False | False | 4 | Default | Default | 1.0 | N/A | 4 | 4.400 | 2.57 | True | True | True | SpecifiedAngle |
Jab 3 | False | N/A | N/A | False | False | False | 13 | Default | Default | 1.0 | N/A | 13 | 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:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Linking Hit | 4% | 8 | 9 | 18 | 31 | N/A | 4.5 + 0.825 | 45 | 4 | Stun |
Final Hit | 4% | 8 | 10-12 | 18 | 31 | N/A | 4.5 + 0.825 | 45 | 4 | Stun |
- Can be angled upward and downward for a total of 3 variants. The only difference between them are his hitbox placement.
Zetterburn swipes his claws forward. This move has decent range and knockback. Notably, this has two swipes. Useful for sending the opponent offstage as a get-off-me tool at high percents.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Linking Hit | False | N/A | N/A | False | False | False | 13 | Default | Default | 1.0 | N/A | 13 | 3.600 | 3.57 | False | True | False | SpecifiedAngle |
Final Hit | False | N/A | N/A | False | False | False | 10 | Default | Default | 1.0 | N/A | 10 | 5.200 | 3.57 | False | True | False | SpecifiedAngle |
Up Tilt
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweet | 7% | 8 | 9-14 | 16 | 31 | N/A | 7.0 + 0.65 | 80 | 6 | Stun |
Sour | 6% | 8 | 9-14 | 16 | 31 | N/A | 5.5 + 0.75 | 75 | 5 | Stun |
Zetterburn swipes in an arc above him, hitting in front of him before behind. This move is decent as an anti-air, though Up Strong works too. Excellent for starting aerial combos.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | False | N/A | N/A | False | False | False | 10 | Default | Default | 1.0 | N/A | 10 | 7.600 | 7.08 | True | True | False | SpecifiedAngle |
Sour | False | N/A | N/A | False | False | False | 10 | Default | Default | 1.0 | N/A | 10 | 6.800 | 5.82 | 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:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | 7% | 5 | 6-8 | 16 | 25 | N/A | 6.0 + 0.5 | 70 | 6 | Stun |
Sourspot | 5% | 5 | 6-8 | 16 | 25 | N/A | 5.0 + 0.3 | 45 | 5 | Stun |
Zetterburn swipes a claw downwards. Pops opponents up and away from Zetterburn. This move is a great launcher and can be followed up with Forward Air or Up Strong.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 7.600 | 7.08 | False | True | False | SpecifiedAngle |
Sourspot | False | N/A | N/A | False | False | False | 7 | Default | Default | 1.0 | N/A | 7 | 6.000 | 4.65 | 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 FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | 6% | 6 + 3 [9]Startup. Boost. | 10 | 18 | 32 | N/A | 7.0 + 0.3 | 45 | 5 | Stun |
Sourspot | 4% | 6 + 3 [9]Startup. Boost. | 11-13 | 18 | 32 | N/A | 6.0 + 0.3 | 45 | 4 | Stun |
- On hit, this can cancel into his Up Strong. This is independent from DACUS.
A dashing claw swipe that sends your opponent up and away from you. Unique to Zetterburn, this move can be cancelled on hit into his Up Strong, known as a gatling combo.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | False | N/A | N/A | False | False | False | 7 | Default | Default | 1.0 | N/A | 7 | 6.800 | 5.82 | False | True | False | SpecifiedAngle |
Sourspot | False | N/A | N/A | False | False | False | 7 | Default | Default | 1.0 | N/A | 7 | 5.200 | 3.57 | False | True | False | SpecifiedAngle |
Strong Attacks
Forward Strong
( Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+ )
StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Linking Hit | 2% | 10+6 [16]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
17-19 | 30 | 52 | N/A | 6.0 + 0.0 | 45 | 3 | Stun |
Final Hit | 8% | 10+6 [16]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
20-21 | 30 | 52 | N/A | 8.0 + 0.9 | 45 | 7 | Stun |
Consume | 6% | 10+6 [16]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
21/22Replaces or extends the final active frame, only when opponent is on fire. | 30 | 52 | N/A | 7.5 + 1.1 | 45 | 5 | Stun |
- Final hit and consuming hit always tumble.
Zetterburn lunges forwards with a strike from his claw. Both the lunge and the strike can hit foes, but the strike is stronger. This attack has good killpower, and if the opponent is on fire, it will have even higher knockback. This move also has deceptive range, as Zetterburn will lean forward to hit the opponent. At high percents, this move can be a kill setup from Back Air on DI out.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Linking Hit | False | N/A | N/A | False | False | False | 8 | 0.0 | Default | 1.0 | N/A | 8 | 2.000 | 1.67 | False | False | True | SpecifiedAngle |
Final Hit | False | N/A | N/A | False | False | True | 14 | Default | Default | 1.0 | N/A | 14 | 8.400 | 8.42 | False | True | False | SpecifiedAngle |
Consume | False | N/A | N/A | False | False | True | 24 | Default | Default | 1.0 | N/A | 24 | 6.800 | 5.82 | False | True | False | SpecifiedAngle |
Up Strong
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Regular | 12% | 6+3 [9]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
10-12 | 34 | 43 | N/A | 8.0 + 1.0 | 90 | 10 | Stun |
Consume | 6% | 6+3 [9]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
13/14Replaces or extends the final active frame, only when opponent is on fire. | 34 | 43 | N/A | 8.0 + 1.15 | 90 | 5 | Stun |
Zetterburn does a rising uppercut, spinning as he rises upwards. This move is one of Zetterburn's best moves, as it is an effective launcher at low percents, whether charged or uncharged, able to combo into even itself. It is also super fast, making it a powerful callout option to throw out in neutral.
It is also unusually good for being an anti-air, able to catch opponents above Zetterburn effectively, whether they are in the air or on a platform. This move can also be cancelled into from Dash Attack, giving it even more possibilities. This is especially powerful when combined with Shine.
- Since jumpsquat can be cancelled into Up Strong, Zetterburn can opt for Shine Up Strong, one of Zetterburn's best ways to get rack up percent and combo at mid percents, automatically getting stronger due to the burn from Shine.
- He can also opt for Waveshine Up Strong, which while slower, can be more lenient on spacing, relying instead on the Zetterburn's ability to track the opponent's DI.
- He can even go for The Setup into this move, involving an aerial Shine jump cancelled waveland down into Up Strong. This is a stronger variant due to having less lag between both hits (skipping jumpsquat), as well as the extended hitstun from aerial Shine. This does require the opponent to be above Zetterburn, but when done right, this is a potent option for Zetterburn.
As a kill confirm, Zetterburn can find this move from the aforementioned Shine starters, but he can also find hits from DI in on Back Air as well as Down Throw at high percents, making it especially deadly for Zetterburn. This move killing off the top makes it especially deadly for floatie characters.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Regular | False | N/A | N/A | False | False | False | 17 | Default | Default | 1.0 | N/A | 17 | 11.600 | 14.70 | True | True | False | SpecifiedAngle |
Consume | False | N/A | N/A | False | False | False | 24 | Default | Default | 1.0 | N/A | 24 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Consume:
- 24 frames of hitpause on consume.
Down Strong
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 4% | 4+2 [6]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
7-8 | 30 | 48 | N/A | 3.0 + 0.0 | 70 | 2 | Stun |
Hit 2 | 6% | 4+2 [6]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
16-17 | 30 | 48 | N/A | 8.0 + 0.8 | 45 | 5 | Stun |
Consume | 6% | 4+2 [6]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
17/18Replaces or extends the final active frame, only when opponent is on fire. | 30 | 48 | N/A | 8.0 + 1.0 | 45 | 5 | Stun |
- All hits always tumble.
Zetterburn slashes his claws in front of him, dragging the opponent in to get hit by the second hit behind him, sending out. It's much faster than Forward Strong, but only on the first hit. Because of how fast it is, this move is good for tech chases, often able to cover tech in place and tech out if near ledge. It is also useful for catching opponents off of ledge. This can also be confirmed into from Down Throw or Back Air on DI in.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | False | N/A | N/A | False | False | True | 14 | 0.0 | Default | 1.0 | N/A | 14 | 5.200 | 3.57 | False | False | True | SpecifiedAngle |
Hit 2 | False | N/A | N/A | False | False | True | 13 | Default | Default | 1.0 | N/A | 13 | 6.800 | 5.82 | False | True | False | SpecifiedAngle |
Consume | False | N/A | N/A | False | False | True | 24 | Default | Default | 1.0 | N/A | 24 | 6.800 | 5.82 | False | True | False | SpecifiedAngle |
Hit 1:
- There are three other hits of Down Strong Hit 1, but they are currently unused, labelled "Far", "Mid", and "Close".
Aerials
Neutral Air
While Airborne AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Multihit | 2% | 5 | 6-7, 10-11, 14-15 | 12 | 33 | 9 | 6.0 + 0.0 | 2 | Stun | |
Multihit Ground | 2% | 5 | 6-7, 10-11, 14-15 | 12 | 33 | 9 | 6.0 + 0.0 | 2 | Stun | |
Final Hit | 3% | 5 | 18-20 | 12 | 33 | 9 | 6.0 + 0.6 | 60 | 3 | Stun |
- Has a unique angle on its multihits, sending in the same direction that Zetterburn is moving.
A spinning attack that hits on all sides of Zetterburn's body. It hits multiple times, and it can drag opponents down for a combo, or knock them away with the final hit. This is Zetterburn's fastest Aerial, and with its long active window, this move is useful to throw out in neutral as well as combo extensions.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihit | False | N/A | N/A | False | False | False | 5 | 0.5 | Default | 0.8 | 0.8 | 5 | 3.600 | 1.67 | False | True | True | HostVelocityAngle |
Multihit Ground | False | N/A | N/A | False | False | False | 5 | 0.5 | Default | 0.5 | 1.0 | 5 | 3.600 | 1.67 | False | True | True | HostVelocityAngle |
Final Hit | False | N/A | N/A | False | False | False | 9 | Default | Default | 1.0 | 1.0 | 9 | 4.400 | 2.57 | 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 FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | 9% | 10 | 12-13 | 18 | 32 | 10 | 5.0 + 0.88 | 40 | 8 | Stun |
Sourspot | 6% | 10 | 11-13 | 18 | 32 | 10 | 5.0 + 0.3 | 45 | 5 | Stun |
Zetterburn rakes the air in front of him with a brutal claw swipe. This move has a sweetspot which becomes a good kill option, at the bottom of its hitboxes. The sour hit is a useful combo hit that can link into options like Down Air or Shine, and the sweetspot can be useful for catching opponents offstage on the side. Shine sends up nicely to perfectly combo into Forward Air. Zetterburn can often take early stocks with double sweetspot Forward Air offstage, given poor DI.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | False | N/A | N/A | False | False | False | 13 | Default | Default | 1.0 | 1.0 | 13 | 9.200 | 9.86 | True | True | False | SpecifiedAngle |
Sourspot | False | N/A | N/A | False | False | False | 7 | Default | Default | 1.0 | 1.0 | 7 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Back Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right. +
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sourspot | 2% | 9 | 10-12 | 12 | 25 | 9 | 5.0 + 0.4 | 60 | 5 | Stun |
Tipper | 3% | 9 | 10-12 | 12 | 25 | 9 | 5.0 + 0.4 | 50 | 6 | Stun |
Zetterburn swings his tail in an arc behind him. This move is uniquely disjointed, and while it is much weaker than his other moves, it sets the opponent on fire. Having little knockback growth but a consistent base knockback, this move is useful at all percents.
This is one of Zetterburn's most reliable combo extenders, as it sets up into many of Zetterburn's moves, such as Up Strong and Down Strong on DI in, and Forward Strong on DI out, especially at ledge. This move is especially effective as it sets the opponent on fire, further boosting his Strong attacks' killpower. This move is also reliable for Zetterburn to reset against offstage opponents, able to set up for Down Air, Forward Air, or Shine. Finally, it's a useful Aerial on shield due to its disjoint.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot | False | N/A | N/A | False | False | False | 7 | Default | Default | 1.0 | 1.0 | 7 | 3.600 | 1.67 | True | True | False | SpecifiedAngle |
Tipper | False | N/A | N/A | False | False | False | 7 | Default | Default | 1.0 | 1.0 | 7 | 4.400 | 2.57 | True | True | False | SpecifiedAngle |
Up Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | 9% | 8 | 9 | 16 | 29 | 10 | 8.0 + 0.8 | 90 | 8 | Stun |
Sourspot | 5% | 8 | 9-12 | 16 | 29 | 10 | 6.0 + 0.6 | 65 | 5 | Stun |
Super Sour | 4% | 8 | 9-12 | 16 | 29 | 10 | 4.0 + 0.65 | 50 | 4 | Stun |
Zetterburn scratches the air above him with his claws. This move has a powerful sweetspot during the beginning hitboxes, before Zetterburn separates his claws. This is a useful air juggle tool, and it sends upward to platforms. At high enough percents, this can be a useful kill against floaties.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | False | N/A | N/A | False | False | False | 14 | Default | Default | 1.0 | 1.0 | 14 | 9.200 | 9.86 | True | True | False | SpecifiedAngle |
Sourspot | False | N/A | N/A | False | False | False | 9 | Default | Default | 1.0 | 1.0 | 9 | 6.000 | 4.65 | True | True | False | SpecifiedAngle |
Super Sour | False | N/A | N/A | False | False | False | 9 | Default | Default | 1.0 | 1.0 | 9 | 5.200 | 3.57 | 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 FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | 12% | 14 | 15 | 22 | 42 | 12 | 6.0 + 0.6 | 270 | 10 | Stun |
Sourspot | 10% | 14 | 15-19 | 22 | 42 | 12 | 5.0 + 0.55 | 270 | 9 | Stun |
A powerful downwards dunk that spikes, sending opponents straight down in the air and flinching them or bouncing them up when they are grounded. This move has a sweetspot which is considerably stronger. This move is Zetterburn's strongest Aerial, and it's one of his most important moves, as it is one of his most reliable ways of combatting crouch cancel. It also is a powerful combo starter, as the opponent is sent into a high amount of stun when spiked from the ground, with Shine Down Air being a potent option.
In addition, when combined with Shine, this tool makes for a good shield pressure tool, as it is Zetterburn's most reliable Aerial on shield in terms of shieldstun. Just a few iterations, and the opponent may have their shield eviscerated in an instant.
This move is also useful for offstage edgeguarding, but be aware that the opponent will often seek to wall tech the hit, meaning that Zetterburn will often need more follow ups to finish, otherwise he'll need to reset back to stage for ledgetrapping or maintaining stage control.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | False | N/A | N/A | False | False | False | 14 | Default | Default | 1.0 | 1.0 | 14 | 11.600 | 14.70 | True | True | False | SpecifiedAngle |
Sourspot | False | N/A | N/A | False | False | False | 13 | Default | Default | 1.0 | 1.0 | 13 | 10.000 | 11.39 | True | True | False | SpecifiedAngle |
Specials
Neutral Special - Fire Pulse
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 FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Uncharged | 2% | 1 | 2-4 | 20 | 25 [3]Full duration. [First jump cancellable frame.] | N/A | 7.0 + 0.15 | 3 | Stun | |
Charged | 10% | 1 + 35 [36]Startup. Charge frames. Can be cancelled at any time by releasing ![]() Xbox: GCN: KB: |
37-39 | 24 | 64 [38]Full duration. [First jump cancellable frame.] | N/A | 9.0 + 0.3 | 9 | Stun |
- Uncharged Shine can be auto-floorhugged.
- This move sends at a radial angle, always sending the opponent directly away from Zetterburn.
- This move can be jump cancelled starting on frame 3. If done while charging, it will immediately trigger 1 frame of uncharged Shine followed by a jump.
- This move briefly air stalls Zetterburn's vertical velocity during its endlag.
Zetterburn summons a fire orb surrounding his body, burning any opponents hit by it. This is an incredibly quick move with few active frames, coming out on frame 2, and Zetterburn can jump cancel it starting on frame 3. He briefly stalls in the air when the hitbox becomes active.
Does that ring a bell? That's right, this is Zetterburn's Shine. This move has a few more quirks, however. It can be charged for a much larger and stronger version, and it has a unique radial angle, signature to Zetterburn's family Forsburn's Combust. relatives
Clairen's NFZ., always sending the opponent at an angle directly away from Zetterburn. If Zetterburn is above the opponent, Shine will send them down. If Zetterburn is to the left of the opponent, Shine will send them right.
If you know Shine from other platform fighters, a lot of this will be familiar to you. If you don't, strap in for a long read.
Why is Shine so iconic? Its attribute of jump cancelling means that this move can serve as a reliable move that fits into all sorts of combos, able to be 4 frames long at its fastest. It can fit into many combos with its versatility, and it ties into his movement options due to jump. In fact, it's unlikely to ever use Shine without jump cancelling. There is too much to include about this move, so most of the info will be elaborated on in the Strategy page. For now, just be aware that this move is incredibly fast, versatile in neutral, punish, edgeguarding, etc.
Note that if Shine is jump cancelled while holding SpecialDefault Controls
Xbox:
GCN:
KB: to charge, it will automatically transition to 1 frame of Shine followed by an immediate jump, making for extremely easy follow ups. This also means that releasing
SpecialDefault Controls
Xbox:
GCN:
KB: is mostly unnecessary, though it can be useful if multiple active frames or no jump cancel is desired.
As with all things, Shine has counterplay. Shine by itself is quite weak, but more importantly, it can be auto-floorhugged, meaning that it can lose to CC/FH, allowing the opponent to reversal Zetterburn for it. In addition, the precision on spacing Shine can make it fickle, as the fast uncharged hit is quite small, and the angle being so unique makes it require Zetterburn to be very cognizant of where to hit the opponent. Regardless, this move still fits into Zetterburn's toolkit in so many ways, and mastering it will make Zetterburn so incredibly potent.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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Uncharged | True | ReverseMomentum | N/A | False | False | False | 5 | Default | Default | 1.0 | N/A | 5 | 3.600 | 1.67 | False | True | False | AwayFromHostCenter |
Charged | False | ReverseMomentum | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 10.000 | 11.39 | False | True | False | AwayFromHostCenter |
Forward Special - Fire Ball
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 FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Mane | 3% | 15 | 16 | 19 | 36 | N/A | 6.0 + 0.1 | 30 | 3 | Stun |
Fireball | 2% | 15 | 16-45 | 10Destroy window. | N/A | N/A | 6.0 + 0.1 | 50 | 2 | No Stun (Reflect) |
- Fireball can be auto-floorhugged.
Swinging his head forward, Zetterburn flings a fireball from his mane. As a projectile, Fireball travels slowly and horiontally, making a fair bit of distance before dissipating. On hit, it burns the opponent. Zetterburn can only have one Fireball out at a time.
This is Zetterburn's projectile, and it's a good one. While Fireball on itself can easily be parried if far enough away or shielded up close, it is never about the projectile itself for dealing damage. Zetterburn's Fireball being so slow allows for Zetterburn to jump in and attack with the projectile out, allowing him to approach with the projectile and punish the opponent's action to counter it. This guess of Fireball counterplay is what dictates Zetterburn's options -- if the opponent shields or crouches, Zetterburn can run in and Grab. If the opponent counterattacks from the Fireball, Zetterburn can shield and punish the opponent's option. If the opponent dashes away, Zetterburn can chase after the opponent with a running Shine.
This also can be important for stuffing out opponents who are recklessly approaching at Zetterburn. It might be more passive to play this way, but slowing down tempo is important for Zetterburn to find his space and find openings in neutral.
This move isn't just useful in neutral. It can be useful for comboing, as Zetterburn can sometimes require an extension hit to continue the combo, but the opponent might be too far away to reach in time. This move can also be useful offstage, whether it be Zetterburn catching opponents out of their double jump offstage, or Zetterburn trying to push out opponents while trying to get off ledge.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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Mane | False | ReverseMomentum | N/A | False | False | False | 6 | Default | Default | 1.0 | N/A | 6 | 4.400 | 2.57 | False | True | True | SpecifiedAngle |
Fireball | True | N/A | N/A | True | True | False | 6 | Default | Default | 1.0 | N/A | 3 | 3.600 | 1.67 | False | True | False | SpecifiedAngle |
Up Special - Fire Lion
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB: (> Any Direction)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Multihit | 1% | 16 | 17-18, 19-20, 21-22, 23-24, 25-26, 27-28, 29-30 | N/A | N/AZetterburn can immediately grab ledge as soon as frame 31. | 15 | 3.0 + 0.0 | 100 | 2 | Stun |
Travel | 5% | 16 | 31-54 | N/A | N/AZetterburn can immediately grab ledge as soon as frame 31. | 15 | 7.0 + 0.6 | 5 | Stun |
- Has a unique angle on its travel hitbox, sending in the same direction that Zetterburn is moving.
Zetterburn stalls mid-air to charge up, then blasts off while flames cover his body.
This is Zetterburn's primary recovery tool. The blast-off flight can be aimed in any direction, and it covers a large distance. Up Special will inflict burn on hit, with the initial charging hitboxes inflicting weak damage and knockback, and the blast-off inflicting more damage and knockback. The final hitbox has a unique angle in that it will drag the opponent in the direction that Zetterburn is travelling.
This move has manyHow many? For now, we're pretty sure that every angle is possible, as long as the joystick position is possible. Definitely more than 16, though. angles, and this makes it incredibly important for Zetterburn's recovery. If Zetterburn is descending while travelling in his Up Special trajectory, he will automatically grab ledge, otherwise having to finish out his active travel time before grabbing ledge when ascending.
Zetterburn's recovery is a particularly fickle subject, since due to how linear it is and how long he spends charging in place before launch, it can be easy to intercept him, whether it be during his travel window or his pre-launch window. This means that he needs to pick good positioning such that the opponent has a hard time hitting him offstage in time. Using other options first, such as Down Special, is key to a successful recovery game. When committing to this move off-stage, be prepared to DI and/or wall tech, since you may have to recover a few more times.
When performed while grounded, between initial charge and flight, Up Special can be cancelled with an Air Dodge, which can be used to instantly waveland. While niche, this is not completely impractical, but it should be generally avoided unless trying to style due to high startup and unreliable hitboxes.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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Multihit | False | ReverseFacing | N/A | False | False | False | 4 | 0.0 | 1.0 | 1.0 | N/A | 4 | 2.800 | 0.85 | True | True | True | SpecifiedAngle |
Travel | False | ReverseFacing | N/A | False | False | False | 10 | Default | Default | 0.8 | N/A | 10 | 6.000 | 4.65 | False | True | False | HostVelocityAngle |
Travel:
- If Zetterburn hits the ground while travelling, he will enter a bounce animation of 24 frames before entering special landing.
Down Special - Fire Slam
Grounded: Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Slam | 7% | 22 | 23-25 | 32 | 58 | N/A | 10.0 + 0.55 | 45 | 6 | Stun |
Firepuddle | N/A | *It starts on the first active frame of Zetterburn's Down Special. | 300 | 12Takes 12 frames to die. | N/A | N/A | N/A | N/A | N/A |
If performed while grounded, Zetterburn raises his fist and slams the ground, setting the floor on fire for a few seconds. This move is useful for providing stage control, as any opponents who walk on the region will be burned, giving Zetterburn much stronger combo finishers for his Strongs and Forward Throw. This move will remove all his other Fire Puddles generated by previous Down Specials or Ledge Specials.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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Slam | False | ReverseFacing | N/A | False | False | False | 10 | Default | Default | 1.0 | N/A | 10 | 7.600 | 7.08 | True | True | False | SpecifiedAngle |
Firepuddle | 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 |
Aerial: While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Dive | 2% | 22 | ~Zetterburn will keep diving until he either lands or cancels it. | N/A | 33 / 53Starting on these frames respectively, Zetterburn can wall jump or double jump to cancel. | 32Same as grounded recovery. | 10.0 + 0.15 | 285 | 2 | Stun |
Landing | 2% | 22 | 1-3*3 frames upon landing. | N/A | N/A | 32Same as grounded recovery. | 4.0 + 0.0 | 285 | 2 | Stun |
- Can be cancelled with wall jump, double jump, and airdodge.
If performed while in air, Zetterburn rises upwards, then careens downwards. This move gives Zetterburn his double jump back if previously consumed, and the descent has a hitbox which spikes opponents, making it a great (and flashy) choice for a hard read offstage. When landing on the ground, this move will set the floor on fire similarly to the grounded version. This variant will also remove all his other Fire Puddles generated by previous Down Specials or Ledge Specials.
The aerial version of Down Special is a vital part of Zetterburn's recovery mixup game. Aerial Down Special can be cancelled into a wall jump after Frame 32, and is otherwise interruptible with a double jump, air dodge, or Up Special in endlag. If Zetterburn is high enough offstage, it is common to immediately use his double jump, and then Down Special followed by another double jump to recover. It is also hard to contest due to the threat of being intercepted by the spike hitbox.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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Dive | False | ReverseFacing | N/A | False | False | False | 8 | Default | Default | 0.85 | N/A | 8 | 3.600 | 1.67 | False | False | True | SpecifiedAngle |
Landing | False | ReverseFacing | N/A | False | False | False | 4 | Default | Default | 1.0 | N/A | 4 | 3.600 | 1.67 | True | False | True | SpecifiedAngle |
Flip Cancel: While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB: >
ShieldDefault Controls
Xbox:
GCN:
KB: (during startup)
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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N/A | 8Must cancel within these 8 frames to get Flip Cancel. | ~Zetterburn continues to fall until he hits a surface or grabs ledge. | 8 + 16Roll. Grounded Recovery. | 23*This is how soon Zetterburn can grab ledge. Typically, Zetterburn ends his roll on the ground. However, if he rolls off an edge, he will enter 8 frames of aerial recovery endlag before becoming fully actionable. | N/A | N/A | N/A | N/A |
Zetterburn can cancel his aerial Down Special during startup by pressing ShieldDefault Controls
Xbox:
GCN:
KB: , causing the move to produce no attack and turn into a flip where Zetterburn falls, known as a flip cancel. This fall state is more versatile movement-wise, as Zetterburn simply falls slowly instead of diving, has decent horizontal reach, can be broken with a walljump, and can immediately grab ledge. If his Flip Cancel lands on the ground, Zetterburn will do a quick roll forward. This roll can roll off edges, making Zetterburn actionable sooner.
This is an important burst movement option for Zetterburn, as it allows for trickier recovery mixups at ledge and at platforms. The most notorious application of this is a Pity Flip, a wavebounced Flip Cancel, allowing for Zetterburn to roll backwards while moving forward.
This move is a Flip Cancel, not a Pity Flip. Yes, it's been years, and people still mix the two up.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Grabs & Throws
Grab
Standing Grab: GrabDefault Controls
Xbox:
GCN:
KB:
Dash Grab: While Dashing / Running GrabDefault Controls
Xbox:
GCN:
KB:
Pivot Grab: During Run TurnaroundState when reversing direction during a Run GrabDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Grab | N/A | 6 | 7-8 | 23 | 32 | N/A | N/A | N/A | N/A | |
Dash Grab | N/A | 7 | 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 |
Zetterburn's Grab is a core part of his toolkit, as powerful as it may be to Fireball and Shine in front of opponents, but Zetterburn's other moves all do a great job at leading into. Shine Grab is a great finisher for beating shielding opponents (unless they roll or spotdodge), but it also can beat true crouch cancelling opponents (though it does not beat floorhugging). At lower percents, Zetterburn can even get Grab off of Down Air on grounded opponents.
Zetterburn also has a plethora of follow ups and kill confirms from his Throws, making it especially effective. He's able to move in and out of the opponent's ranges, making his dashdance Grab a useful option if needed.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Dash Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Pivot Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Pummel 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 FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
8% | 10 | 11 | 30 | 32 | N/A | 4.0 + 0.0 | 45 | 7 | Stun |
Zetterburn lightly punches the opponent. In the context of Zetterburn's toolkit, this is primraily for taking opponents out of crouch cancel percent to no longer rely on openings like Down Air, since his Pummel Special is much less significant, likely constantly setting the opponent on fire anyway. This can also be useful for regrabs, since Zetterburn can do regrab tech chases with Down Throw on some characters. At high percents, however, Zetterburn's Throw follow ups are so strong that it may be more worth to go for the Throw immediately instead.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 4 | Default | Default | 1.0 | N/A | 4 | 8.400 | 8.42 | False | False | True | SpecifiedAngle |
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 FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
6% | 10 | 11 | 20 | 32 | N/A | 4.0 + 0.0 | 45 | 5 | Stun |
A flaming headbutt that burns the opponent. The flames can be immediately consumed when using Forward Throw, and combining these two can make for a good kill throw. Alternatively, Zetterburn can opt for a combo throw like Up Throw or Down Throw to set up for a follow up Strong instead. As listed for Pummel Attack, can be useful for regrab sequences using Down Throw.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 4 | Default | Default | 1.0 | N/A | 4 | 6.800 | 5.82 | False | False | True | SpecifiedAngle |
Forward 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 FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Normal | 6% | 31 | 32-33 | 30 | 64 | N/A | 10.0 + 0.6 | 45 | 5 | Stun |
Empowered | 7% | 31 | 33/34Replaces or extends final active frame, only when opponent is on fire. Frame 34 only matters for characters besides the one getting thrown. | 30 | 64 | N/A | 10.5 + 0.7 | 45 | 6 | Stun |
- Always tumbles.
Zetterburn charges his head forward towards the opponent and sends them flying. If the opponent is on fire, this move will have increased knockback. This move is a reliable finisher at high percents for Zetterburn, where he may struggle to find kills outside of confirms, especially at ledge.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | False | N/A | N/A | False | False | True | 12 | Default | Default | 1.0 | N/A | 12 | 6.800 | 5.82 | False | True | True | SpecifiedAngle |
Empowered | False | N/A | N/A | False | False | True | 24 | Default | Default | 1.0 | N/A | 24 | 7.600 | 7.08 | False | True | True | SpecifiedAngle |
Back Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right.
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
5% | 21 | 22 | 27 | 50 | N/A | 9.0 + 0.45 | 135 | N/A | N/A |
- Always tumbles.
Zetterburn flings his opponent behind him. This throw can set up nicely for edgeguards, but it doesn't really combo into anything on its own.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
N/A | N/A | True | N/A | N/A | N/A | N/A | N/A | N/A | 1.0 | N/A | N/A | N/A | N/A | N/A | True | True | N/A |
Up Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
4% | 10 | 11-13 | 28 | 42 | N/A | 10.0 + 0.35 | 85 | 4 | Stun |
- Always tumbles.
At early percents, a great fastfaller throw.
This throw is typically better than Down Throw due to Zetterburn being actionable faster. Against most of the cast, this can lead into waveshines at early percents. This can also set up nicely into platform tech chases, as well as good juggles with Up Air. At high percents, however, this generally causes opponents to go too far from Zetterburn, with his best follow up being Up Air with a DI read.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | True | 9 | Default | Default | 1.0 | N/A | 9 | 5.200 | 3.57 | False | True | True | SpecifiedAngle |
Down Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
4% | 11 | 12 | 23 | 36 | N/A | 8.0 + 0.25 | 70 | 4 | Stun |
- Always tumbles.
The 50/50 kill throw.
Zetterburn throws the opponent down. This throw is generally reliable, as it sets up for tech chase regrab situations starting from low percents. At high percents, this is a great kill option into Up Strong and Down Strong on DI in, or Forward Strong and Forward Air on DI out and at ledge.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | True | 15 | Default | Default | 1.0 | N/A | 15 | 5.200 | 3.57 | False | True | True | SpecifiedAngle |
Misc. Attacks
Ledge Attack
During Ledgehang AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
6% | 24 | 25-27 | 28 | 56 | N/A | 8.0 + 0.3 | 45 | 5 | Stun |
- Intangible between frames 1-30.
- Ledge is no longer occupied starting on frame 31.
Zetterburn leaps back onto the stage and swipes with one of his claws. This move is good at fending off opponents when in a pinch, but it is easily avoided. Fireball, Aerials from ledge are generally preferred for attacks from ledge, sometimes even ledgedashNo results Jab.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Ledge Special
During Ledgehang SpecialDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
5% | 30 | 31-40 | 36 | 77 | N/A | 10.0 + 0.3 | 60 | 5 | Stun |
- Intangible between frames 1-31.
- Ledge is no longer occupied starting on frame 31.
Zetterburn surges forwards from the ledge, leaving a trail of flames behind him. This move is slow and very punishable on reaction, but it can catch opponents off guard if they are not expecting it. This move will remove all his other Fire Puddles generated by previous Down Specials or Ledge Specials.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 9 | Default | Default | 1.0 | N/A | 9 | 6.000 | 4.65 | False | True | False | SpecifiedAngle |
- There is an unused Bounce window on this move.
Getup Attack
During Knockdown AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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6% | 15 | 16-22 | 28 | 51 | N/A | 9.0 + 0.25 | 45 | 5 | Stun |
- Intangible between frames 1-22.
Zetterburn swipes behind and then in front of himself as he gets up from the ground. This move is intangible during the start-up and active frames.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Getup Special
During Knockdown SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Hit | 7% | 36 | 37-40 | 30 | 71 | N/A | 9.0 + 0.25 | 45 | 6 | Stun |
Flame Puddle | N/A | 10*Created after Zetterburn's first active frame. | 11-40 | 25Time it takes for it to be destroyed. | N/A | N/A | N/A | N/A | N/A |
- Intangible between frames 1-36.
Zetterburn rises with a swipe and spreads fire all across the ground. Great for inflicting burn quickly across a stage, but can leave you very vulnerable if not used effectively.
Note that unlike other fire puddles, this move's moving fire puddle is considered a separate category, meaning that it will not remove any other fire puddles from Down Special or Ledge Special , and it will not disappear if other fire puddles from Down Special or Ledge Special are created.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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Hit | False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 7.600 | 7.08 | True | True | False | SpecifiedAngle |
Flame Puddle | 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 |
Cosmetics
Default
Tiger
Unlocked at Character Level 50. Cannot be purchased in the shop.
Default | Red | Blue | Green |
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Unlocked at Character Level 50 | Unlocked at Character Level 50 | Unlocked at Character Level 50 | Unlocked at Character Level 50 |
Abyss
Unlocked at Character Level 100. Cannot be purchased in the shop.
Default | Red | Blue | Green |
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Unlocked at Character Level 100 | Unlocked at Character Level 100 | Unlocked at Character Level 100 | Unlocked at Character Level 100 |
Retro
Kickstarter Backer exclusive skin.
Default | Red | Blue | Green |
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Kickstarter Backer exclusive | Kickstarter Backer exclusive | Kickstarter Backer exclusive | Kickstarter Backer exclusive |
Panther
Common Tier skin available for purchase in the rotating Coin Shop or in the Bucks Shop.
Default | Red | Blue | Green |
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Purchasable in the Coin Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Cheetah
Common Tier skin available for purchase in the rotating Coin Shop or in the Bucks Shop.
Default | Red | Blue | Green |
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Purchasable in the Coin Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Lovers
Rare Tier skin available for purchase in the Bucks Shop. It is based on Zetterburn's appearance in the spinoff game Lovers of Aether. It has custom VFX.
Default | Red | Blue | Green |
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Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Vampire
Rare Tier skin available for purchase in the Bucks Shop or in the Halloween Bundle. It has custom VFX.
Default | Red | Blue | Green |
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Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Excaliburn
Rare Tier skin available for purchase in the Creator Bundle.
Default | Red | Blue | Green |
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Purchasable in the Creator Bundle | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
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To edit frame data, edit values in RoA2/Zetterburn/Data. |

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