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RoA2/Zetterburn: Difference between revisions

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|specificHits=yes
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|description=
|description=
*While this can normally {{smash|DACUS}}, it can also cancel into {{smash|Up Strong}} on hit.

One of Zetterburn's useful grounded options.
One of Zetterburn's useful grounded options.


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 {{smash|Up Strong}}, known as a '''gatling combo'''. This is important for Zetterburn's ground game as an overshoot option, especially since it can directly lead to {{smash|Up Strong}} as a kill or a combo extension.
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 {{smash|Up Strong}}, known as a '''gatling combo'''. This is important for Zetterburn's ground game as an overshoot option, especially since it can directly lead to {{smash|Up Strong}} as a kill or a combo extension.

* While this move is unique in how it can cancel into {{smash|Up Strong}} on hit, it can also {{term|ROA2|Dash Attack Cancel Up Strong|{{smash|DACUS}}}} normally.
}}
}}



Revision as of 22:47, 11 March 2025


Overview

Zetterburn
Weight:95
Hitstun Gravity:Average value is 1.3. The lower the value, the higher a character goes up before falling back down.1.4 cm/f/f
Max Fall Speed:Average value is 25. The higher the value, the quicker a character will fall back down. High values are considered fastfallers, whereas low values are considered floaties.28.0 cm/f
Dash Speed:Dash speed to run speed. [Amount of frames a dash takes.]

20.0 to 20.0 [14f]

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

13.0 cm/f [0.9 cm/f/f]

Jump Speed:Jump speed.]

Short Hop: 19.0
Full Hop: 31.0
Double Jump: 28.0

Overview
Zetterburn is a spacie. What does that mean? Fast frame data, powerful combos, explosive damage, shield pressure, powerful projectiles. All of this comes from his Shine, a frame 2 move that covers his body that can be cancelled with jump, one of the most versatile qualities to have. Of course, his other trait is his Fireball, a slow moving projectile that forces a reaction from the opponent and stuffs out any ignorant approaches. You have to respect him when he shield pressures, when he throws out a Fireball, when he Shines you offstage, when he catches you with a reverse Forward Air. Well, okay, maybe not that last one.

Zetterburn has plenty of powerful normals to boot as well. His Up Strong is very fast and has great anti-air properties, reminiscent of the uppercuts from traditional fighting games, and he has excellent tools in neutral with his Neutral Air, his powerful Down Air, and a great move in his sour and sweet Forward Air. This only gets better with Zetterburn's fire mechanic, able to set the opponent on fire not only for passive damage but stronger kills with his Strongs. Remember that Up Strong? Sure, now make it kill 30% earlier. With Grab, his Down Throw will setup into his kills quite well, forcing opponents to guess which DI option Zetterburn will cover.

However, a spacie will always be a spacie. Zetterburn's recovery is very exploitable, with a slow Up Special that can be intercepted easily before it gets to ledge, losing to rinse and repeat, slowly going lower and lower until Zetterburn loses all resources and gets ledgehogged. He also doesn't boast impressive range on his moves, since only his Back Air really is ranged, his other moves sometimes feeling stubby compared to other disjoints. Finally, while he has good finishers, he'll find it harder and harder to kill if the opponent is not on fire, or if he has to land a stray Forward Air in neutral.

Zetterburn is a very versatile character, with a myriad of playstyles, but all of them come down to pressing buttons and overwhelming the opponent. 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. The more precise you become, the more your APM will become effective at linking all your hits together, and it makes Zetterburn a character that has the most potential in running over the opponent.

Summary
Zetterburn launches a blazing offense, holding nothing back while setting his opponents on fire to stack damage and secure kills.
Pros Cons
  • Power: His Strongs against burning opponents give him early kills, especially his fast Up Strong.
  • Mobile: Zetterburn has a really nice run and wavedash speed, and he has one of the best full hops.
  • Great Buttons: It’s difficult to run at Zetterburn due to his incredibly powerful moves, and he has a very freeflow combo game, especially with Shine gluing everything together.
  • Weight: Zetterburn has a pretty good survivability.
  • Projectile: His Fireball is great at controlling space, forcing the opponent to always play around it, whether it be with shield, parry, or CC.
  • Shield Pressure: Shine lets him force the fastest shield pressure in the game.
  • Out of Shield: Zetterburn has the fastest offensive out of shield option in the game that leads to full combos.
  • Throw Game: Zetterburn’s throw options are excellent and give him great combo starters.
  • No Range: Zetterburn does not have much outside of Back Air and Fireball to beat out disjoints.
  • Exploitable Recovery: Zetterburn has to commit with returning to stage, and he can be beaten pretty easily this way with how slow it is. He has much fewer mixups.
  • Confirm Reliant: Zetterburn can only kill with Strongs or sweetspotted Aerials, both being inconsistent for stray hits.
  • Subpar Edgeguarding: Most of his moves lose to wall tech since they don’t send out, and he gets reversalled too easily.
Burn
Zetterburn's Specials and Back Air will cause burn, a character effect that lasts for 5 seconds, dealing 1% every second. If an opponent is set on fire again, the burn timer resets, but the effect does not stack. This effect is removed if the opponent Pummels or parries Zetterburn.
Fire Puddle
He can make fire puddles, generated by Down Special and Ledge Special. Only one Fire Puddle can exist at a time. Characters that make contact with a fire puddle will become burned. He can also create two moving fire puddles with Getup Special, with no limit to the amount of moving fire puddles active at the same time.
Fire Amp
Landing Zetterburn's Strongs or Forward Throw on a burning opponent consumes the flames. This means that the initial hit from these moves will link into a second hit, with added damage and knockback. For example, Up Strong on a burning opponent will hit the opponent with the regular hitbox, then followed by the consume hitbox.


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. Shield StunThe amount of shield stun a hit incurs. For more, 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 three hit swipe that knocks opponents away. Like all Jabs, this typically has the most place with intercepting airborne opponents, since floorhugFloorhug
A defensive mechanic that significantly reduces hitstun by timing a downward press on either stick. Requires precise timing, but it can be important for reversals out of opposing punishes. Here, as can be seen, Etalus floorhugs the attack, indicated by a white arrow moving into the floor.
See in Glossary
makes it a risky option to throw out while grounded. It's also slower than moves like Shine, and he typically can get better openings from other moves.

His Jab 3 generally does not do much in terms of combo strength, and it moreso functions as a way to knock opponents away. It can combo on DI in at extremely high percents, but it's mostly just useful as a timing mixup, with it being slightly faster than Forward Tilt.

TiltboostingNo results is not as strong of a technique here due to how little Zetterburn moves from his Jabs, but it can still be considered.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Jab 1 True N/A N/A False False False 3 1.0 1.0 1.0 N/A 3 4.400 2.57 True True True SpecifiedAngle
Jab 2 True N/A N/A False False False 3 1.0 1.0 1.0 N/A 3 4.400 2.57 True True True SpecifiedAngle
Jab 3 False N/A N/A False False False 9 1.0 1.0 1.0 N/A 9 6.800 5.82 True True False SpecifiedAngle



Forward Tilt

Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
A light tilt of the left stick
or Walk Mod.Default Controls
KB:
(defaults to for KB)
will prevent accidental Dash Attacks.
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
A light tilt of the left stick
or Walk Mod.Default Controls
KB:
(defaults to for KB)
will prevent accidental Dash Attacks.
+ AttackDefault Controls
Xbox:
GCN:
KB:

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. Shield StunThe amount of shield stun a hit incurs. For more, 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 to change where it hits, for a total of 3 variants.

A get-off-me tool and edgeguard tool with good range.

This move has two hits, with the first hit meant to connect into the second hit. Depending on whether Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
or Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
is held during startup, the move will be angled, allowing for different hitbox placements.

Zetterburn's range generally is not that strong, but this move helps him often to intercept ledge recoveries, especially with the downward angled version, and for catching opponents above and in front, the upward variant will hit faster than Up Tilt.

This move also is good for getting knockdowns against opponents who errantly approach, with its active frames make it a good preemptive option for catching aggressive options.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Linking Hit False N/A N/A False False False 10 [11]Opponent hitpause. 1.0 1.0 1.0 N/A 10 3.600 3.57 False True False SpecifiedAngle
Final Hit False N/A N/A False False False 4 1.0 1.0 1.0 N/A 4 5.200 3.57 False True False SpecifiedAngle

On the last frame of startup, if a joystick value above the Template:DT ROA2 is held, the upward angled variant will come out; if a joystick value below the Template:DT ROA2 is held, the downward angled variant will come out. These three variants have no change to frame data and hit data, with the only difference being the hitbox placements.


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. Shield StunThe amount of shield stun a hit incurs. For more, 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

Anti-air. This move starts in the front and ends in the back. Has a sweetspot on the wrist.

This move is useful for maintaining low to mid percent juggles, as well as being able to catch lower platforms. It's also quite useful for catching rolls due to the hitbox behind Zetterburn. It combos into itself on fastfallers at early percents, and it can also combo into his Aerials, though at higher percents, it can become difficult to follow up into anything.

It's not a good move on shield, however. It's only really useful for catching jumps, since this cannot be spaced outside of shield grabShield Grab
Performing a Grab while shielding. A common reversal option on poorly spaced moves.
See in Glossary
range like other Tilts. Even if he successfully gets it on shield, he often favors Shine pressure if he chooses to play the up close game.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Sweet False N/A N/A False False False 7 1.0 1.0 1.0 N/A 7 7.600 7.08 True True False SpecifiedAngle
Sour False N/A N/A False False False 6 1.0 1.0 1.0 N/A 6 6.800 5.82 True True False SpecifiedAngle

Can barely cover Hodojo plat height (260cm).


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. Shield StunThe amount of shield stun a hit incurs. For more, 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

Low, safe launcher.

This hit pops opponents up and away from Zetterburn. It's a good launcher at high percents that replaces Up Air for combos, but it can see less use due to Zetterburn's strong air presence as well as more consistent options against grounded opponents like Grab or Shine. It's good at ledge and on shield, though. It can confirm into kills with Forward Air or Up Strong.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Sweetspot False N/A N/A False False False 7 1.0 1.0 1.0 N/A 7 7.600 7.08 False True False SpecifiedAngle
Sourspot False N/A N/A False False False 5 1.0 1.0 1.0 N/A 5 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. Shield StunThe amount of shield stun a hit incurs. For more, 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

One of Zetterburn's useful grounded options.

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. This is important for Zetterburn's ground game as an overshoot option, especially since it can directly lead to Up Strong as a kill or a combo extension.

  • While this move is unique in how it can cancel into Up Strong on hit, it can also DACUSDash Attack Cancel Up Strong
    Cancelling Dash Attack with Up Strong to gain more speed and distance. (Video shows dash upstrong vs DACUS)
    See in Glossary
    normally.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Sweetspot False N/A N/A False False False 6 1.0 1.0 1.0 N/A 6 6.800 5.82 False True False SpecifiedAngle
Sourspot False N/A N/A False False False 4 1.0 1.0 1.0 N/A 4 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. Shield StunThe amount of shield stun a hit incurs. For more, 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% *This will happen either on the final active frame or right after, only if the opponent is on fire. 1-3 N/A N/A N/A 7.5 + 1.1 45 5 Stun

A forward lunge kill move, where the first weak hit reliably links into the second hit.

This move has deceptive range, as Zetterburn will lean forward to hit the opponent. It's a great horizontal kill option. At high percents, this move can be a kill setup at ledge, from Back Air on DI out.

This move isn't a great default, however, since the startup is so long that opponents can react with shield if they're actionable, with his other Strongs being better if speed is necessary.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Linking Hit False N/A N/A False False False 3 [5]Opponent hitpause. 0.0 0.0 1.0 N/A 3 2.000 1.67 False False True SpecifiedAngle
Final Hit False N/A N/A False False True 10 [12]Opponent hitpause. 1.0 1.0 1.0 N/A 10 8.400 8.42 False True False SpecifiedAngle
Consume False N/A N/A False False True 24 1.0 1.0 1.0 N/A 24 6.800 5.82 False True False SpecifiedAngle


Linking Hit:

  • During hitpause, the opponent will move 180cm horizontally. This is meant for the consume hitbox to better connect.

Final Hit:

  • During hitpause, the opponent will move 200cm horizontally. This is meant for the consume hitbox to better connect.


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. Shield StunThe amount of shield stun a hit incurs. For more, 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% *This will happen either on the final active frame or right after, only if the opponent is on fire. 1-3 N/A N/A N/A 8.0 + 1.15 90 5 Stun

Kills in neutral? Absolutely.

One of Zetterburn's best options, both as a launcher and as a kill option. It can sometimes directly link into itself on fastfallers at low percents with improper DI, and it's one of his fastest kill options. It also functions as an anti-air, but it covers a different vertical range compared to Up Tilt, able to hit higher platform heights as well.

This works both as a neutral callout due to how fast it is, as well as a tech chase option. It breaks floorhugFloorhug
A defensive mechanic that significantly reduces hitstun by timing a downward press on either stick. Requires precise timing, but it can be important for reversals out of opposing punishes. Here, as can be seen, Etalus floorhugs the attack, indicated by a white arrow moving into the floor.
See in Glossary
on tech options while not being too laggy. It's one of his most consistent finishers out of Shine combos as well, whether it be from an waveshine under the opponent, or directly cancelled out of a Shine. The spacing on Shine Up Strong is typically much harder to space though, requiring precise spacing, meaning that an option like airborne undershine into wavelandWaveland
A universal movement option where a character air dodges downward to land on a surface quicker. (Video shows a waveland, then wavedash in place, wavedash diagonally down, and a full wavedash right)
See in Glossary
Up Strong is typically preferred, especially with the hitstun from undershines in particular.

As a kill confirm, he can find this from Shine, but he can also find it from Back Air and Down Throw on DI in at high percents. This move killing off the top makes it especially deadly for floatie characters.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Regular False N/A N/A False False False 12 [16]Opponent hitpause. 1.0 1.0 1.0 N/A 12 11.600 14.70 True True False SpecifiedAngle
Consume False N/A N/A False False False 24 1.0 1.0 1.0 N/A 24 6.800 5.82 True True False SpecifiedAngle


Regular:

  • During hitpause, the opponent will move 60cm horizontally and 200cm vertically. This is meant for the consume hitbox to better connect.


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. Shield StunThe amount of shield stun a hit incurs. For more, 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% *This will happen either on the final active frame or right after, only if the opponent is on fire. 1-3 N/A N/A N/A 8.0 + 1.0 45 5 Stun

Covers tech options.

This is a two hit move. The first hit is a weak hit, but it forces knockdownKnockdown
A state where a character is completely vulnerable on the ground after missing a tech. This can be avoided by teching.
See in Glossary
and drags the opponent during hitpauseHitpause
The moment where a hit causes both the attacking article/character and defending article/character to freeze in place.
See in Glossary
to be hit by the second hit, with no amount of SDIShift Directional Influence
A way of influencing a character's position after hitpause, done with either stick. This includes ASDI, SSDI, and Shield SDI.
See in Glossary
able to save the opponent. The second hit sends at not quite a vertical angle, but it covers behind Zetterburn.

This move is typically useful for being able to cover multiple tech options like tech in place and tech away, especially at ledge, as well as covering multiple timings. This can be confirmed into from Down Throw or Back Air on DI in.

Because the first hit forces knockdown and has additional high hitpause, it becomes doomsday for the opponent if they ever trade with it, as Zetterburn can simply floorhugFloorhug
A defensive mechanic that significantly reduces hitstun by timing a downward press on either stick. Requires precise timing, but it can be important for reversals out of opposing punishes. Here, as can be seen, Etalus floorhugs the attack, indicated by a white arrow moving into the floor.
See in Glossary
, and he then runs forward to charge a Up Strong for so long. He has 53 frames to punish the opponent with. That's how bad the frame advantage is.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Hit 1 False N/A N/A False False True 4 [14]Opponent hitpause. 0.0 0.0 1.0 N/A 4 5.200 3.57 False False True SpecifiedAngle
Hit 2 False N/A N/A False False True 6 [8]Opponent hitpause. 1.0 1.0 1.0 N/A 6 6.800 5.82 False True False SpecifiedAngle
Consume False N/A N/A False False True 24 1.0 1.0 1.0 N/A 24 6.800 5.82 False True False SpecifiedAngle


Hit 1:

  • During hitpause, the opponent will move 140cm horizontally. This is meant for the second hit to better connect. Has a "Hitpause Movement Strength" of 0.2.

Hit 2:

  • During hitpause, the opponent will move 160cm horizontally. This is meant for the consume hitbox to better connect.


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. Shield StunThe amount of shield stun a hit incurs. For more, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Multihit (Airborne) 2% (3x) 5 6-7, 10-11, 14-15 12 33 9 6.0 + 0.0 *This move has a unique angle flipper of HostVelocityAngle. 2 Stun
Multihit (Grounded) 2% (3x) 5 6-7, 10-11, 14-15 12 33 9 6.0 + 0.0 *This move has a unique angle flipper of HostVelocityAngle. 2 Stun
Final Hit 3% 5 18-20 12 33 9 6.0 + 0.6 60 3 Stun

A spinny, active multihit move.

Because of its unique multihit angle, it drags down when falling and drags up when rising, meaning that if done falling, this can cause flinchFlinch
A hitstun state that occurs primarily when grounded characters are hit by downward-sending moves at lower percents. At higher percents, characters instead bounce. This beats crouch cancel and floorhugging.
See in Glossary
on opponents.

Some people argue that this is Zetterburn's best Aerial, and for good reason. It's active and serves as a useful undershoot, as well as a good option for catching opponents when done in place or retreating. It can break crouch with its multihit nature, and it's his fastest Aerial out of Shine for shield pressure.

It's also a useful combo extension, for moments where Forward Air sends too far, Up Air sends too far, but the tech chase need to still continue.

This move is uniquely useful for beating floorhugFloorhug
A defensive mechanic that significantly reduces hitstun by timing a downward press on either stick. Requires precise timing, but it can be important for reversals out of opposing punishes. Here, as can be seen, Etalus floorhugs the attack, indicated by a white arrow moving into the floor.
See in Glossary
, due to the inherent mixup on whether the move drags up or down on hitfalling it, and it's one of Zetterburn's better options out of Shine against floorhug.

Of course, it's not perfect. It doesn't boast the best range, and it often loses to other attacks, also being difficult to space on shield. It's also susceptible to getting escaped with SDI due to being a multihit.

  • Multihit has a unique "Host Velocity Angle" angle flipper.
  • Multihit has reduced ASDI and SSDI.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Multihit (Airborne) False N/A N/A False False False 3 0.5 0.5 0.8 0.8 3 3.600 1.67 False True True HostVelocityAngle
Multihit (Grounded) False N/A N/A False False False 3 0.5 0.5 0.5 1.0 3 3.600 1.67 False True True HostVelocityAngle
Final Hit False N/A N/A False False False 5 1.0 1.0 1.0 1.0 5 4.400 2.57 True True False SpecifiedAngle


Multihit (Airborne):

  • This can only hit airborne opponents.

Multihit (Grounded):

  • This can only hit grounded opponents.


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. Shield StunThe amount of shield stun a hit incurs. For more, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Sweetspot 11% 10 12-13 18 32 10 5.0 + 0.88 40 9 Stun
Sourspot 6% 10 11-13 18 32 10 5.0 + 0.3 45 5 Stun

Kill Aerial. Has a sweetspot and sourspot, both of which can reverse hitReverse Hit
A way to describe when a hit's horizontal knockback sends toward the attacker, despite the knockback angle sending away. For example, if File:ROA2 Zetterburn Stock.png Zetterburn is facing right, his Forward Air will typically send opponents right. However, if he hits a Ranno behind him, it will reverse hit and send left instead. This is due to the defender's center being positioned behind the attacker's center. Not all hits can reverse hit. This is also distinct from "reverse hitboxes".
See in Glossary
reliably.

When sour, this is a useful combo hit that can link into options like Down Air or Shine.

When sweet, this can be useful for catching opponents offstage on the side. Zetterburn can often take early stocks with double sweetspot Forward Air offstage, given poor DI. Additional DI mixups come with reverse Forward Air, an equally dangerous option. Shine sends up nicely to perfectly combo into Forward Air.

Sweet Forward Air is also useful in neutral as an overshoot option, since it can often lead to early knockdowns. Since Zetterburn doesn't have any disjoints with longer range (other than RARReverse Aerial Rush
Jumping out of run turnaround, such that the character is moving forward while facing backwards.
See in Glossary
Back Air), this is often his best option, having to rely on Fireball or dash dancing at longer ranges.

It's also useful on shield, being -2Minus
The defender can go before the attacker. For example, a -2 move means that the attacker acts 2 frames after the defender, and if the attacker's option is more than 2 frames slower than the defender's option, it will lose.
See in Glossary
, making it a worthy shield pressure tool along Shine and Down Air.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Sweetspot False N/A N/A False False False 11 1.0 1.0 1.0 1.0 11 10.800 13.00 True True False SpecifiedAngle
Sourspot False N/A N/A False False False 6 1.0 1.0 1.0 1.0 6 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. Shield StunThe amount of shield stun a hit incurs. For more, 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

His only real disjointDisjoint
Disjointed moves are far away from the character's hurtboxes, making them safer to attack with. Clairen is the most notorious for her disjointed hurtboxes.
See in Glossary
. While weaker than his other Aerials, it sets the opponent on fire, and it has good usage at all percents as a lead-in to his other moves.

This can lead to many follow ups. Up Strong and Down Strong on DI in, and Forward Strong on DI out, especially at ledge. Screw it, just Back Air again while you're at it.

This move is also reliable for Zetterburn to reset against offstage opponents, able to set up for Down Air, Forward Air, or Shine. Finally, while not often seen due to Zetterburn's stronger options for shield pressure, because of disjoint, it can be sometimes useful on shield.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Sourspot False N/A N/A False False False 5 1.0 1.0 1.0 1.0 5 3.600 1.67 True True False SpecifiedAngle
Tipper False N/A N/A False False False 5 1.0 1.0 1.0 1.0 5 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. Shield StunThe amount of shield stun a hit incurs. For more, 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

JuggleJuggle
A vertical advantage state where the defender is above the attacker, and the defender has to find a way to land while avoiding being attacked by the attacker.
See in Glossary
. Has a sweetspot on the first frame, before Zetterburn splits his claws.

This is a useful air juggle tool, and it sends upward to platforms. It's possible to find this hit out of his Throws on both floatiesFloaty
A character archetype, characterized by a character's maximum fall speed being low, typically harder to combo due to hits knocking the opponent too high for reliable follow ups. In this game, it refers to Loxodont, Wrastor, and Fleet.
See in Glossary
and fastfallersFastfaller
A character archetype, characterized by a character's maximum fall speed being high, susceptible to combos that revolve around hitting the opponent due to the opponent falling low to the ground while still stuck in hitstun. In this game, it refers to Kragg, Etalus, Zetterburn, Maypul, Forsburn, and Clairen.
See in Glossary
, even able to sometimes kill against floaties. At worst, this option can work as a hail mary mid-juggle.

Of course, at some point, this move will be difficult to link into itself forever, so other moves will be required to fill the combo properly. Sometimes it can be Forward Air to find a knockdown, or Down Air to get a pillar comboNo results effect.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Sweetspot False N/A N/A False False False 10 1.0 1.0 1.0 1.0 10 9.200 9.86 True True False SpecifiedAngle
Sourspot False N/A N/A False False False 5 1.0 1.0 1.0 1.0 5 6.000 4.65 True True False SpecifiedAngle
Super Sour False N/A N/A False False False 4 1.0 1.0 1.0 1.0 4 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. Shield StunThe amount of shield stun a hit incurs. For more, 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 15-18 22 42 12 5.0 + 0.55 270 9 Stun

SpikeSpike
An attack that sends downward. On grounded opponents, this causes flinch at lower percents, and causes an untechable bounce at higher percents.
See in Glossary
! Has a inner sweetspot that is significantly stronger.

This move is Zetterburn's strongest Aerial, and it's one of his best ways at beating floorhugFloorhug
A defensive mechanic that significantly reduces hitstun by timing a downward press on either stick. Requires precise timing, but it can be important for reversals out of opposing punishes. Here, as can be seen, Etalus floorhugs the attack, indicated by a white arrow moving into the floor.
See in Glossary
, often leading to Grab with its high hitstun, or potentially Forward Air as a kill option.

It's also a useful tech option due to beating floorhug, and at high percents, this bounce is strong enough to net a kill for Zetterburn.

In addition, when combined with Shine, this is one of his best shield pressure tools. Of course, opponents can time a parryParry
A fast option that while committal, can completely negate an attack on contact and grant invincibility, putting the defender in advantage and punishing the attacker for a poor approach.
See in Glossary
if they read it, as Shine Down Air is quite a long gap, but if he can get multiple iterations of it off, the opponent will lose their shield in an instant.

This move is also useful for offstage edgeguarding, though the opponent is often looking for wall techs off it, meaning that Zetterburn will either need to continue with a follow up of his own (often using wall tech himself), or retreat to ledge to maintain stage control.

Don't use this move errantly in neutral, however. It has high startup, and it's easy to just throw the option out only to get beaten by a dashdanceDash Dance
A movement option where a character dashes back and forth, keeping their movement unpredictable on whether they intend to move forward or backward.
See in Glossary
Grab.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Sweetspot False N/A N/A False False False 12 1.0 1.0 1.0 1.0 12 11.600 14.70 True True False SpecifiedAngle
Sourspot False N/A N/A False False False 10 1.0 1.0 1.0 1.0 10 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. Shield StunThe amount of shield stun a hit incurs. For more, 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 *This move has a unique angle flipper of AwayFromHostCenter. 3 Stun
Charged 10% 1 + 35 [36]Startup. Charge frames. Can be cancelled at any time by releasing SpecialDefault Controls
Xbox:
GCN:
KB:
or jumping to immediately get a 1 frame uncharged hit into a jump.
37-39 24 64 [38]Full duration. [First jump cancellable frame.] N/A 9.0 + 0.3 *This move has a unique angle flipper of AwayFromHostCenter. 9 Stun

Shine. An extremely fast (frame 2!) move that can be immediately jump cancelled. Can be charged to get a stronger and larger version. Sends at a radial angle.

The power of this move is in its jump cancel. It means that he can link it into any of his Aerials, wavedashWavedash
A universal burst movement option performed by jumping and immediately airdodging into the ground. (Video shows a waveland, then wavedash in place, wavedash diagonally down, and a full wavedash right)
See in Glossary
(known as a waveshine), Grab, and Up Strong, all of which have their own usages. Its fast frame data and ability to quickly link into other moves means that it's a strong combo tool, shield pressure tool, and offstage tool.

Shine has an interesting input property because of its jump cancel. While charging Shine, either releasing SpecialDefault Controls
Xbox:
GCN:
KB:
, or inputting JumpDefault Controls
Xbox:
GCN:
KB:
will trigger the uncharged hit, with the latter triggering an instant jump cancel, making it much more lenient to get JCJC
1. A universal option of cancelling jumpsquat with an attack like Grab, Up Special, or Up Strong, allowing all three of those options to be accessible.
2. Using jump to cancel attacks, including Zetterburn's Shine, Kragg's Forward Special, Etalus's Dash Attack, Wrastor's Dash Attack.
See in Glossary
Shines ASAP.

Shine isn't an infinite move, however. Shine is only good when it's able to quickly link into a follow-up, and it being auto-floorhuggableAuto-Floorhuggable
A property of specific moves, typically those with low knockback, including Jabs. When floorhugging these moves, there is no timing requirement, with any timing of ASDI down able to floorhug the hit.
See in Glossary
means that it often loses to floorhugFloorhug
A defensive mechanic that significantly reduces hitstun by timing a downward press on either stick. Requires precise timing, but it can be important for reversals out of opposing punishes. Here, as can be seen, Etalus floorhugs the attack, indicated by a white arrow moving into the floor.
See in Glossary
, with opponents often able to catch Zetterburn out of his following approach due to being forced to commit to an option. He can beat this with follow ups like Neutral Air, Down Air, and Grab, but these all have their own drawbacks.

Shine is also quite small when uncharged. The angle on his Shine means that Zetterburn gets a hitstun penalty when shining opponents next to him or below him, meaning that it is best used as an undershine, where Zetterburn Shines an airborne opponent from below, able to often combo into a waveland or wavedash down into Up Strong to secure kills. This works best when he's launched the opponent into the air with other moves.

Understanding where to slot this move into Zetterburn's skill tree is an essential part of unlocking his punish game.

  • Uncharged Shine is auto-floorhuggableAuto-Floorhuggable
    A property of specific moves, typically those with low knockback, including Jabs. When floorhugging these moves, there is no timing requirement, with any timing of ASDI down able to floorhug the hit.
    See in Glossary
    .
  • This move sends at a radial angle, always sending the opponent directly away from Zetterburn.
  • If jump cancelledJC
    1. A universal option of cancelling jumpsquat with an attack like Grab, Up Special, or Up Strong, allowing all three of those options to be accessible.
    2. Using jump to cancel attacks, including Zetterburn's Shine, Kragg's Forward Special, Etalus's Dash Attack, Wrastor's Dash Attack.
    See in Glossary
    past frame 3, uncharged Shine is active for 1 frame before being instantly followed up by jump.
  • This move briefly air stalls Zetterburn's vertical velocity during its endlag.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Uncharged True ReverseMomentum N/A False False False 3 1.0 1.0 1.0 N/A 3 3.600 1.67 False True False AwayFromHostCenter
Charged False ReverseMomentum N/A False False False 10 1.0 1.0 1.0 N/A 10 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. Shield StunThe amount of shield stun a hit incurs. For more, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
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)

A slow projectile that stays at the same height through out. On hit, it will burn.

Evaluating the strength of this projectile is interesting. It's one of his best options for taking up space from far away, and it can be useful for getting follow ups that are otherwise impossible, such as offstage or covering platforms that are too far away.

However, this projectile requires more care when done grounded. At far ranges, opponents can react and parryParry
A fast option that while committal, can completely negate an attack on contact and grant invincibility, putting the defender in advantage and punishing the attacker for a poor approach.
See in Glossary
, and at close ranges, opponents can opt for floorhugFloorhug
A defensive mechanic that significantly reduces hitstun by timing a downward press on either stick. Requires precise timing, but it can be important for reversals out of opposing punishes. Here, as can be seen, Etalus floorhugs the attack, indicated by a white arrow moving into the floor.
See in Glossary
, being specially dangerous due to this move being auto-floorhuggableAuto-Floorhuggable
A property of specific moves, typically those with low knockback, including Jabs. When floorhugging these moves, there is no timing requirement, with any timing of ASDI down able to floorhug the hit.
See in Glossary
.

If you get a hit however, there's a few 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.

Fireball is also important for stuffing out reckless approaches, forcing opponents to respect space and play farther away to parry reliably, and giving Zetterburn space to slow down neutral to his pace.

  • This move has cooldown.
  • Fireball can be auto-floorhugged.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Mane False ReverseMomentum N/A False False False 3 1.0 1.0 1.0 N/A 3 4.400 2.57 False True True SpecifiedAngle
Fireball True N/A N/A True True False 6 1.0 1.0 1.0 N/A 3 3.600 1.67 False True False SpecifiedAngle

This move


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. Shield StunThe amount of shield stun a hit incurs. For more, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Multihit 1% (7x) 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. 15Special fall landing. / 24Hit ground during travel, causing a bounce, which then enters special fall. *7.0 to 6.0 over time. + 0.6 *This move has a unique angle flipper of HostVelocityAngle. 5 Stun
  • Has a unique angle on its travel hitbox, sending in the same direction that Zetterburn is moving.
  • Zetterburn flies in the direction held during startup.

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 ShieldDefault Controls
Xbox:
GCN:
KB:
* GrabDefault Controls
Xbox:
GCN:
KB:
or ParryDefault Controls
Xbox:
GCN: / +
KB:
set to air dodge will also work.
, allowing him to waveland out of it. While niche, this is not completely impractical, but doing grounded Up Special is usually more style than practical.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Multihit False ReverseFacing N/A False False False 3 0.0 1.0 1.0 N/A 3 2.800 0.85 True True True SpecifiedAngle
Travel False ReverseFacing N/A False False False 8 1.0 1.0 0.8 N/A 8 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. Shield StunThe amount of shield stun a hit incurs. For more, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
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 N/A

Slams the ground, making a fire puddle. Useful for stage control and setting up burn.

The value of fire puddle often comes at ledge, platforms, or center stage, depending on what situation that Zetterburn wants to benefit the most from. It can often be the difference of getting a kill at decent percent, or a kill at early percent. Typically, this finds the most usage in-between stocks or when the opponent is still busy recovering.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Slam False ReverseFacing N/A False False False 10 1.0 1.0 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. Shield StunThe amount of shield stun a hit incurs. For more, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Dive (Airborne) 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. *Zetterburn will initiate the first active frame of his grounded Down Special upon becoming grounded. 10.0 + 0.15 285 2 Stun
Dive (Grounded) 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. *Zetterburn will initiate the first active frame of his grounded Down Special upon becoming grounded. 4.0 + 0.0 285 2 Stun
  • Can be cancelled with wall jump, double jump, air dodge, and Up Special.

Zetterburn does a dive. Strong for recovery, but also strong as a surprise kill option.

Zetterburn gains his double jump at a point and can cancel this move with double jump, wall jump or airdodge. The descent has a hitbox which spikes opponents, and because it can be B-reversedB-Reverse
By turning around during the startup of a Special, depending on the move, the character can change the direction they're facing and/or the momentum they have.
See in Glossary
, it is sometimes what Zetterburn needs, either out of a wall jump that would cause him to be too far from the wall.

When landing on the ground, he transitions into the grounded version of this move.

This is a vital recovery move. 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.

This move has a straightforward path to intercept, however, and this move takes quite a while before it can be interrupted. If it's done at too low, he may as well say goodbye to his stock.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Dive (Airborne) False ReverseFacing N/A False False False 4 1.0 1.0 0.85 N/A 4 3.600 1.67 False False True SpecifiedAngle
Dive (Grounded) False ReverseFacing N/A False False False 4 1.0 1.0 1.0 N/A 4 3.600 1.67 True False True SpecifiedAngle


Dive (Airborne):

  • This hit will only affect airborne opponents.

Dive (Grounded):

  • This hit will only affect grounded opponents.


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. Shield StunThe amount of shield stun a hit incurs. For more, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
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 N/A

Doesn't deal damage, but it's a fast recovery mix up.

By pressing ShieldDefault Controls
Xbox:
GCN:
KB:
during the startup of his aerial version, this move will turn into a flip where Zetterburn falls, known as a flip cancel. There's no hitbox, but it's more versatile in terms of movement, with full control of his aerial driftAerial Drift
Describes characters being able to move left or right freely during movement or Aerials.
See in Glossary
. Zetterburn can also instantly grab ledge out of this, meaning that at closer ranges, this is his fastest option to grab ledge with.

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? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
N/A N/A N/A N/A 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. Shield StunThe amount of shield stun a hit incurs. For more, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Grab N/A 6 7-8 23 32 N/A N/A N/A N/A N/A
Dash Grab N/A 7 10-11 27 39 N/A 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 N/A

Zetterburn's Grab is a core part of his toolkit. He gets consistent follow ups out of his Throws. He can find it out of many situations, whether it be dashdanceDash Dance
A movement option where a character dashes back and forth, keeping their movement unpredictable on whether they intend to move forward or backward.
See in Glossary
to whiff punish, Shine Grab to finish shield pressure, or Down Air on flinchedFlinch
A hitstun state that occurs primarily when grounded characters are hit by downward-sending moves at lower percents. At higher percents, characters instead bounce. This beats crouch cancel and floorhugging.
See in Glossary
opponents.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Grab N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
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. Shield StunThe amount of shield stun a hit incurs. For more, 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.

For Zetterburn, this can aid his low percent game. His Pummel Special is often pretty insignificant, due to how much he often has the opponent on fire. This can also be useful for regrabs, since Zetterburn can do regrab tech chases with Down Throw on some characters. This typically becomes less useful once his Throws start working as kill confirms, however.


Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
False N/A N/A False False False 8 1.0 1.0 1.0 N/A 8 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. Shield StunThe amount of shield stun a hit incurs. For more, 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

Burns the opponent.

It's helpful for his Throws, sure, either for burned Forward Throw, or for Up Throw or Down Throw into Up Strong.

However, those are usually at high percents, where Zetterburn really does not want to potentially lose a kill to a Pummel coin flip. Zetterburn often has the opponent on fire anyway, so outside of those use cases where it actually kills, it won't be that useful.


Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
False N/A N/A False False False 6 1.0 1.0 1.0 N/A 6 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. Shield StunThe amount of shield stun a hit incurs. For more, 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.

Giant bite that sends the opponent flying. Stronger if they're burned.

With burn, because this has such high startup, pretty much every opponent should be ready to react to this with proper DI, so it'll take a while to kill on larger stages.

Without burn, this generally sends at too high of an angle for it to be a truly advantageous edgeguard position, and his other combo throws will likely be more useful.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Normal False N/A N/A False False True 12 [13]Opponent hitpause. 1.0 1.0 1.0 N/A 12 6.800 5.82 False True True SpecifiedAngle
Empowered False N/A N/A False False True 24 1.0 1.0 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. Shield StunThe amount of shield stun a hit incurs. For more, 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 N/A N/A N/A

Edgeguard. A fast throw that is nice for getting distance, but it doesn't really have significant hitstun otherwise, and it only really works if Zetterburn is facing toward center stage near ledge.

  • Always tumbles.


Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
N/A N/A 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. Shield StunThe amount of shield stun a hit incurs. For more, 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.

Platform tech chases. Off platforms, Zetterburn can find good hits like a sharking Up Air, or sometimes a Up Strong.

This throw can be better than Down Throw as it has less endlag. 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. By these points, Down Throw will be preferable instead.


Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
False N/A N/A False False True 4 1.0 1.0 1.0 N/A 4 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. Shield StunThe amount of shield stun a hit incurs. For more, 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.

Tech chase Throw, as well as a kill confirm Throw. DI in and die, or DI out and die? That is the question.

At low percents, Zetterburn can set up for regrab tech chases. He can eventually start finding openers with Up Tilt and Down Tilt further down the line.

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? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
False N/A N/A False False True 8 1.0 1.0 1.0 N/A 8 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. Shield StunThe amount of shield stun a hit incurs. For more, 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.

Sends opponents backward as an edgeguard move.

For offensive presence, Zetterburn prefers ledgehopLedgehop
Dropping from ledge and double jumping. Typically done with an Aerial. When referring to an Aerial from ledge, it's referring to ledgehop Aerial with ledge intangibility.
See in Glossary
Fireball and Aerials, and sometimes even ledgedash
Error: Table Glossary_LEDGEDASH not found.
Jab.


Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
False N/A N/A False False False 6 1.0 1.0 1.0 N/A 6 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. Shield StunThe amount of shield stun a hit incurs. For more, 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.

Very laggy, but it sets up a fire puddle.

This move is pretty bad due to being extremely laggy, as well as being susceptible to trades, with Zetterburn never changing where he ends relative to ledge. Of course, this move can still be useful for putting down a puddle at ledge if needed, useful for edgeguarding.


Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
False N/A N/A False False False 7 1.0 1.0 1.0 N/A 7 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. Shield StunThe amount of shield stun a hit incurs. For more, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
6% 15 16-22 28 51 N/A 9.0 + 0.25 45 5 Stun
  • Intangible between frames 1-22.

Zetterburn does a swipe around, starting from the back and ending at the front. Covers low.


Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
False N/A N/A False False False 6 1.0 1.0 1.0 N/A 6 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. Shield StunThe amount of shield stun a hit incurs. For more, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
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 N/A
  • Intangible between frames 1-36.

Zetterburn rises with a swipe and spreads a moving fire puddle. Not good if the opponent is close by and simply reacts with shield, but it launches at a favorable angle as a get off tool.

Note that unlike other fire puddles, this move's moving fire puddle will not be affected by other fire puddles being present or created.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? B-Reverse CategoryThis determines how a move behaves when B-reversed. Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. Is Projectile?If true, this will behave like a projectile, causing it to have weaker properties against hits. This is not equivalent to being reflectable from parry. Shares Hitpause?Typically only false for articles. If true, upon connecting, both characters will be frozen 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? HitpauseThe amount of freeze frames that the hitbox and hurtbox are stuck in. SSDI MultiplierAdjusts the strength of opponent's SSDI. ASDI MultiplierAdjusts the strength of opponent's ASDI. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitfall Hitstun MultiplierModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) on hit. For more, read here. Shield DamageHow much damage to shield does this do? For more, read here. 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. For more, read here. Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors.
Hit False N/A N/A False False False 7 1.0 1.0 1.0 N/A 7 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

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

Tiger

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

Default Red Blue Green White
Zetterburn's Default Tiger Palette Zetterburn's Red Team Tiger Palette Swap Zetterburn's Blue Team Tiger Palette Swap Zetterburn's Green Team Tiger Palette Swap Zetterburn's White Tiger Palette Swap
Unlocked at Character Level 50 Unlocked at Character Level 50 Unlocked at Character Level 50 Unlocked at Character Level 50 Purchasable in the Coin Shop

Abyss

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

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

Retro

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

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

Cheetah

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

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

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

Vampire

Rare Tier skin available for purchase in the Bucks Shop or in the Halloween Bundle. It has custom VFX.

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

Excaliburn

Rare Tier skin available for purchase in the Creator Bundle. IT has custom VFX.

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

Navigation

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


Character Select

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Detailed & Advanced Information
Universal StrategyFrame Data ExplanationEsoterica
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Archived Information
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