Smack Studio / Fack

Bread
on
Fire
(they/them)
Fack
Overview
Unique Mechanic
Normal Attacks
Jab
Forward Tilt
Up Tilt
Down Tilt
Dash Attack
Strong Attacks
Side Strong
Up Strong
Down Strong
Aerial Attacks
Neutral Air
Forward Air
Back Air
Up Air
Down Air
Special Attacks
Laser Shot
Rocket Breath
Hyperjump
Hyperbeam
Jump Shot
Grabs / Throws
Grab
Forward Throw
Back Throw
Up Throw
Down Throw
Dodges
Forward Dodge
Back Dodge
Spot Dodge
Air Dodge
Ultra
Overcharge Blast
Other Things
Taunt
Alternate Colors
Update History
v3.1
v3.0
v2.1
v2.0
v1.0
Concept Art



- Smack Studio: Fack -
FACK


Defense Multiplier: Higher = Less knockback taken.
Base Range: 1.3 - 1.9
Base Average: 1.5


Walk Speed: Higher = Faster maximum walk speed.
Base Range: 1.9 - 3.6
Base Average: 2.9


Walk Acceleration: Higher = Faster to reach max walk speed.
Base Range: 30 - 40
Base Average: 34


Run Speed: Higher = Faster run speed.
Base Range: 4.8 - 6.8
Base Average: 5.6


Ground Friction: Higher = Quicker stopping time on the ground.
Base Range: 16 - 24.5
Base Average: 21.9


Air Speed: Higher = Faster maximum air speed.
Base Range: 3.8 - 4.8
Base Average: 4.2


Air Acceleration: Higher = Faster to reach max air speed.
Base Range: 15 - 35
Base Average: 23.3


Air Friction: Higher = Quicker stopping time in the air.
Base Range: 2.0
Base Average: 2.0


Gravity Multiplier: Higher = Quicker time to reach max fall speed.
Base Range: 0.8 - 1.3
Base Average: 1.1


Jump Speed: Higher = Higher jumps.
Base Range: 8 - 10.6
Base Average: 9.9


Air Jumps: Higher = More jumps.
Base Range: 1 - 4
Base Average: 1


1.25

4.0

35.0

8.0

20.0

5.0

11.0

1.8

1.25

7.9

4

OVERVIEW

Fack is a character of multiple extremes. While being the fastest character in the game movement-wise, Fack has among the worst frame data in the game, ranging from only average to being the single slowest of the attack catagory. He has the lowest health in the game, but has a uniquely small hurtbox that hovers above the ground. His attacks have average knockback and damage, but tend to have extra disjoints due to his legs having no hurtboxes. This results in a character who performs best by weaving in and out of an opponent's attacks, finding the right hits to start a combo, build some damage, and then escape from retailiation.

Fack's movement in particular is very flexible and unique. His movement is fast, and he has a total of 4 aerial jumps. Side Special is a high speed horizontal movement option to drag opponents across the stage. Up Special has extremely high vertical velocity, making it an excellent recovery option. Back Air is a unique move that offers both long range movement and the ability to turn around in the air. Fack's dodges, while having less invulnerability than other characters, go farther and have much better frame data overall.

Attacks such as Up Tilt, Neutral Air, Up Air, Jab, Dash Attack, and throws all work as useful combo tools for Fack to use while bringing his opponents across the stage. Forward Strong, Forward Air, Down Air, and Forward Tilt are all useful kill moves after raising the opponent's damage. Finally, Fack's many projectiles such as Neutral Special, Forward Smash, and Jump Attack all work as useful long-ranged pokes.

 Fack is a high-speed hit-and-run character who wants to use his speed to score hits, get out to avoid counters, and get back in for continued pressure.

PROS   /   CONS
  • Highly Mobile: With the fastest run, walk and air speed in the game, four double jumps, a travelling back air, a travelling side special, and an extremely high-reaching up special, Fack can easily get around the stage and recover from knockback. He can quickly weave in and out of attacks, rushing down the opponent and building their damage.
  • Great Projectiles: Fack's neutral special, side strong, and unique jump attack are all useful projectiles for hitting opponents from afar and controlling how they approach.
  • Dodges: Fack's dodges are significantly faster than other characters, while also going much farther. They have less invincibility, but are still excellent ways to escape an attack.
  • Disjoints: Nearly all of Fack's moves are disjointed, as his legs entirely lack hurtboxes. This makes his attack much safer overall, and can surprise unaware opponents expecting to hit Fack.
  • Fragile: Fack has the lowest defense in the game, which leads to him being killed earlier and needing to recover often compared to other characters.
  • Frame Data: Fack's grounded attacks are the slowest to start in the game, and his air attacks are generally only average in speed. This leads to him to be beaten out if the opponent uses similar attacks or reacts in time, and can make combos slightly harder to pull off.
Unique Mechanic: Jump Laser Shot
Fack creates a laser every time he jumps in the air. This can be used to combo, disrupt recoveries, and assist in getting back down to the stage.
Frame Data Key
Startup Frame The time before an attack's first hitbox comes out.

Active Frame The duration of an attack's hitbox.

Inactive Frame The time between an attack's hitboxes.

Recovery Frame The time after an attack's last hitbox.

Invunerable Frame A frame where the character can not be hit.

Armor Frame A frame where the character can not take knockback.

Movement Frame Frames where an attack has some form of movement.

Cancel Frame Frames where an attack can be canceled into specific other actions.

Special Frame / Special Point The point where specific actions occur, such as counter windows or repeating frames.

 
Charge Point The point where a strong attack can be charged.

 
Projectile Creation Point The point where a projectile is created.


Attacks run at 40 frames per second.
- Normal Attacks -
Jab
Smack Slam Bite
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Jab 1
2%
3.0
0.01
 160
4
3
9
Jab 2
Jab 2
3%
5.0
0.01
 45
4
4
11
Jab 3
Jab 3
7%
7.5
0.08
 42
7
3
7
-
Jab 1:
 Total: 16
Jab 2:
 Total: 19
Jab 3:
 Total: 17
  - Jab 3 has forward velocity on 7~17F.

A relatively slow jab combo with decent power. If used too close to the opponent, Jab 1 may put the opponent too far behind Fack to continue the rest of the combo.
Forward Tilt
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Forward Tilt
8%
9.0
0.10
 45
8
9
5
-
Forward Tilt:
 Total: 22
A very active attack that is decently powerful, and has decent range.
Up Tilt

Hits 1 - 4 Hits 5 - 6
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Up Tilt
2% x4,
3% x2
[GRAB] x4,
7.0 x2
[GRAB] x4,
0.07 x2
[GRAB] x4,
 80 x2
7
{ 2 (1) } x4, 3 (2) 3
10
Jump (On Hit)
Up Tilt:
 Total: 37
  - Launcher is jump cancellable on hit.

A multihit move that is decently slow, making it dangerous on whiff. The jump cancel allows for easy followup combos. Its high active frames allow it to catch opponents trying to dodge from the ledge or a knockdown.
Down Tilt
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Down Tilt
5%
5.0
0.11
 -75
7
7
9
-
Down Tilt:
 Total: 23
A situational move for spiking opponents at the ledge. It is decently active, so it can catch opponents recovering.
Dash Attack
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Dash Attack
6%
7.0
0.12
 20
10
5
9
-
Dash Attack:
 Total: 24
  - Forward velocity on 5~24F.
  - Goes off of platforms.

A lunging bite that travels far and falls if going off platforms. It can be used for easy followups on opponents launched off a platform. It almost always will whiff at close range due to the travel distance.
- Strong Attacks -
Side Strong
Recoil

Projectile Travel Projectile Explosion
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Forward Strong
4%
8.0
0.09
160
16 + Charge + 1
P, 1
12
-
Projectile
1% x8, 6%
8.0 x8,
9.0
0.001 x8,
0.11
 0 x 8,
 80
0
{ 1 (1) } x 8,
(2) 8
12
-
Forward Strong:
 Total: 30
Projectile:
 Total: 26
  - Will fail if another Forward Strong projectile is already out or existed in the last 10 frames.
  - Charging does not make the attack stronger, and only delays the projectile.

A mid-range explosive projectile that is very advantageous on hit, allowing for combos afterwards. There is a very minor recoil hitbox behind Fack, which mainly serves to make the attack slightly safer.
Up Strong
  Hit 1                       Hit 3        Hit 4                     Hit 5
Hit 6        
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Up Strong
3% x 5, 5%
6.5 x 5, 7.0
0.001 x 5,
0.13
 90,
 135,
 -135,
 -45,
 45,
 70
8 + Charge
{ 2 (2) } x 5, 2
5
-
Up Strong:
 Total: 35
A fast multihit strong attack that is decently powerful. It has occasional consistency issues when hit from farther ranges.
Down Strong

Sweetspot Shockwave Max
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Down Strong
12%
8.0
0.17
 45
3 + Charge + 16
3, P
13
-
Shockwaves
6% [9%]
4.0 [7.0]
0.07 [0.14]
 [
 ]
-
12
-
-
[ ] Values represent the sweetspot
Down Strong:
 Total: 35
Shockwaves:
 Total: 12
  - Front hit knockback:
 50 [
 45]
  - Back hit knockback:
 130 [
 125]
  - Shockwaves function as normal attacks, and can not be reflected.

A slow to start up move with very little endlag, though it is still dangerous on whiff due to how small they are. The shockwaves have decent range, but are on the weaker end for strong attacks, especially with the sourspot. The initial sweetspot is strong but is smaller than most strong attacks.
- Aerial Attacks -
Neutral Air

First hitbox Max range
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Neutral Air
4%
6.0
0.04
4
5
8
-
Neutral Air:
 Total: 17
  - Front hit knockback:
 45
  - Back hit knockback:
 135

Tied for Fack's fastest move. A large double-sided swipe that is weak, but very useful in combos.
Forward Air
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Forward Air
6%
5.5
0.09
 30
7
5
5
-
Forward Air:
 Total: 17
Has similar range to neutral air, but is slower and only hits on one side. In exchange, it is stronger and has a much better angle.
Back Air
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Back Air
-
-
-
-
0
0
9
-
Back Air (Held)
8%
9.0
0.09
 140
9
5
8
-
Back Air:
 Total: 9
Back Air (Held):
 Total: 22
  - Forward velocity on 13~22F
  - Fack will be facing the opposite direction at the end

An very versatile move. If the attack button is not held, fack turns around mid-air, allowing for backwards forward airs, and more importantly, forwards back airs.

The attack itself can be used to kill opponents with its strong knockback, but the real power comes in the horizontal speed. It gives Fack access to near infinite horizontal recovery, a quick approach option, and surprising momentum when used near the ground.
Up Air
Max Horizontal Range
Max Vertical Range
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Up Air
4%
9.0
0.07
 85
6
6
10
-
Up Air:
 Total: 22
An excellent juggling tool and kill option near the top blast zone. Covers a large amount of space above fack, making it a useful anti-air.
Down Air
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Down Air
6%
6.0
0.09
 -90
10
4
9
Jump (On Hit)
Down Air:
 Total: 23
  - Jump cancellable on hit.

One of Fack's many spikes. It is especially useful after a jump laser, as it can easily be combo'ed into. The jump cancel will immedietly hit the opponent with another jump laser, essentially exchanging a jump for increased damage in a combo.
- Special Attacks -
Neutral Special : Laser Shot
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Neutral Special
-
-
-
-
6
P
11
Neutral Special
Laser
2%
4.0
0.01
 40
-
28
-
-
Neutral Special:
 Total: 17
Laser:
 Total: 28
  - Cancels into another Neutral Special, either by tapping or holding special.

A long-ranged projectile with decent speed. It chains into itself, but this can be jumped out of.
Side Special : Rocket Breath
Charge Launcher
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Side Special
2% x 7, 3%
[Grab] x 7, 7.0
[Grab] x 7, 0.085
[Grab] x 7,
 65
12
{ 2 (1) } x 7, 3
8
-
Side Special (Fail)
3%
7.0
0.085
 65
12
3
8
-
Forward Special:
 Total: 44
Fail:
 Total: 23
  - Forward velocity on 14~44F.
  - Can only be used in the air once.

A long range move that drags the opponent along. This can be used to further improve Fack's horizontal recovery, as it is more active and safe than back air. It could also be used to drag the opponent with Fack into the blast zone for a sacrificial kill. It combos into up air at most damage percents, and also combos into a Laser Jump.
Up Special : Hyperjump
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Up Special
4% [9%]
7.0 [10.0]
0.01 [0.07]
 60 [
 -90]
18
19
Until Landing + 14
-
[ ] Values represent the sweetspot
Up Special:
 Total: 51
  - Vertical jump velocity on 2~11F.
  - Vertical blast velocity on 20~37F.
  - Repeats frame 38 until Fack has landed.

A very high reaching recovery move that doubles as a powerful spike. If timed correctly, pressing down will actually cancel the blast's momentum, greatly improving the safety and combo potential as Fack is not lauched into the air. This will, however, likely result in Fack's death offstage. The jump also preserves any horizontal momentum, which can be very helpful if already going the correct direction, but devastating when miscalculated. Due to the move's high landing lag, it is ideal to grab the ledge rather then landing directly onto the stage.
Down Special : Hyperbeam
Charge... Release!
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Charge
-
-
-
-
5
0 (6) 0
6
Down Special (Charge)
Blast
15%
12.0
0.12
 35
 45
3
7
13
--
Charge:
 Total: 17
Blast:
 Total: 23
  - Starts with 30 "units" of charge.
  - 1 unit is removed on frames 5 and 11.
  - Holding special on frame 14 repeats back to frame 9.
  - Getting hit adds 2 units.
  - Using the attack with 0 units activates the blast.

A very fast, powerful, long range, disjointed laser blast, with the downside of needing to be charged. Charging takes about 4.5 seconds, but does not need to be done all at once.
Jump Attack : Jump Shot
A lagless projectile? Yes please!
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Double Jump
-
-
-
-
3
P
-
ANYTHING
Laser
2%
1.0
0.01
 40
-
20
-
-
Double Jump:
 Total: -
Laser:
 Total: 20
A projectile that spawns at any time Fack jumps in the air. An incredible combo tool, as it has no endlag at all. It combos into every aerial attack, every special except for up special, and Fack's ultra. The only downside it has is its difficult spacing, as Fack needs to be almost inside of opponents to combo well. When hitting opponents below Fack, it can usually still combo into down air for an easy spike.
- Grabs / Throws -
Grab
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Grab
[Grab]
[Grab]
[Grab]
[Grab]
6
6
9
-
Grab:
 Total: 22
A slower than average grab that has good range. The range can be increased even further by dashing before grabbing, letting Fack surprise opponents with a sudden grab. It also has higher active frames than most grabs, allowing it to catch opponents trying to punish it.
Forward Throw
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Forward Throw
6%
9
0.095
 40
13
T
11
-
Forward Throw:
 Total: 24
A simple headbutt, with average kill power. Good for quickly getting the opponent offstage.
Back Throw
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Back Throw
4%
7
0.14
 110
19
T
10
-
Back Throw:
 Total: 29
A low damage flip with high knockback, serving as Fack's main kill throw.
Up Throw
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Up Throw
12%
12
0.045
 90
14
T
12
-
Up Throw:
 Total: 26
Fack's highest damage throw, though it has low kill power.
Down Throw
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Down Throw
3%
8.5
0.01
 45
15
T
7
-
Down Throw:
 Total: 22
Fack's best combo throw. It allows for easy chaingrabs across the stage and combos into other attacks.
- Dodges -
Forward Dodge
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Forward Dodge
-
-
-
-
-
-
14
-
Forward Dodge:
 Total: 14
  - Forward velocity on 1~10F.

A dodge that is much quicker than other characters, and goes further. However, it has much less invulnerability.
Back Dodge
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Forward Dodge
-
-
-
-
-
-
14
-
Back Dodge:
 Total: 14
  - Backward velocity on 1~10F.

A dodge that is much quicker than other characters, and goes further. However, it has much less invulnerability.
Spot Dodge
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Forward Dodge
-
-
-
-
-
-
13
-
Spot Dodge:
 Total: 13
A spot dodge that is faster than normal spotdodges, though it is missing a few invunerable frames.
Air Dodge
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Forward Dodge
-
-
-
-
-
-
16
-
Air Dodge:
 Total: 16
  - Directional velocity on 1~16F.

Faster than other air dodges but with less invulnerability.
- Ultra -
Ultra : Overcharge Blast
Activator Finisher
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Whiff
28%
10.5
0.17
 45
1 + Superflash + 4
6
14
-
Ultra:
 Total: 25
  - Forward velocity on 8~12F.
  - On hit, activates semi-cinematic for the real attack.

A long range charge that activates a barrage of lasers on hit. It has low damage for an ultra, but has higher than average knockback. The fast startup and travel time makes it easy to confirm a hit off of many attacks.
- Other Things -
Taunt
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Taunt
-
-
-
-
-
-
21
-
Taunt:
 Total: 21
Unremarkable. Quicker than other taunts but still mostly useless. It could theoretically be used to fake doing a forward tilt, as it has a similar animation, but the fact it has nearly the same frame data makes this pointless. Not to mention the fact that there really isn't much need to fake a close-range attack.
Alternate Colors
Color 01 Default. Created by Bread on Fire.
Color 02 Smack Studio Color 2 Default.
Color 03 Smack Studio Color 3 Default.
Color 04 Smack Studio Color 4 Default.
Color 05 Smack Studio Color 5 Default.
Color 06 Smack Studio Color 6 Default.
Color 07 Smack Studio Color 7 Default.
Color 08 Smack Studio Color 8 Default.
Update History
v3.1 (January 8th, 2024)
AnimationsVISUALBUG FIX
  • Fixed ultra animation stuttering near the end.
v3.0 (January 6th, 2024)
AnimationsVISUAL
  • Adjusted Jab 1's animation.
  • Adjusted Up Tilt's animation.

Walk AccelerationBUFF
  • Increased speed by
    16%Increased from 30 to 35.
    .

Air AccelerationBUFF
  • Increased acceleration by
    10%Increased from 10 to 11.
    .

Air FrictionNERF
  • Decreased air friction by
    10%Decreased from 2.0 to 1.8.
    .

Jump SpeedNERF
  • Decreased jump speed by
    1.3%Decreased from 8.0 to 7.9.
    .

Defense MultiplierBUFF
  • Increased multiplier by
    4.2%Increased from 1.2 to 1.25.
    .

Jab 1REWORK
  • Startup increased from 2f to 4f.
  • Endlag increased from 8f to 9f.
  • Cancel window moved from 6~12F to 8~16F.
  • Base knockback increased from 3.0 to 4.0.
  • Launch angle changed from
     45 to
     160.

Jab 2NERF
  • Startlag increased from 2f to 4f.
  • Endlag increased from 10f to 11f.
  • Cancel window moved from frames 7~15F to frames 9~19F.
  • Damage decreased from 5% to 3%.
  • Launch angle changed from
     57 to
     45.

Jab 3REWORK
  • Endlag increased from 6f to 7f.
  • Damage decreased from 8% to 7%.
  • Base knockback increased from 7.0 to 7.5.
  • Launch angle changed from
     40 to
     42.

Side TiltREWORK
  • Startlag increased from 6f to 8f.
  • Endlag increased from 4f to 5f.
  • Removed sourspot.

Up TiltREWORK
  • Startlag decreased from 9f to 7f.
  • Active time changed from 2 (2) 2 (3) 2 (2) 2 (4) 3 (4) 3 [29f] to { 2 (1) } x4, 3 (2) 3 [20f].
  • Endlag increased from 8f to 10f.
  • Multihit hits increased from 3 to 4.
  • Launcher hits increased from 1 to 2.
  • Multihits:
    • Now grab the opponent.
  • Launcher:
    • Damage decreased from 4% x2 to %3 x2.
    • Base knockback decreased from 8.0 to 7.0.
    • Knockback scaling increased from 0.06 to 0.07.
    • Launch angle changed from
       75 to
       80.
    • Can now be jump canceled on hit.

Down TiltREWORK 
  • Startlag decreased from 9f to 7f.
  • Active time decreased from 8f to 7f.
  • Endlag increased from 8f to 9f.
  • Removed sourspot.
  • Base knockback decreased from 6.0 to 5.0.
  • Knockback scaling increased from 0.12 to 0.11.
  • Launch angle changed from
     -80 to
     -75.

Dash AttackREWORK
  • Active time increased from 3f to 5f.
  • Endlag decreased from 11f to 9f.
  • Launch angle changed from
     20 to
     35.

Side StrongREWORK
  • Startlag increased from 16f to 17f.
  • Projectile:
    • Active time decreased from (1 (1)) x 8, (2) 11 [29] to (1 (1)) x 8, (2) 8 [26]
    • Removed sourspot.
    • Knockback scaling increased from 0.09 to 0.11.

Up StrongREWORK
  • Startlag increased from 4f to 8f.
  • Endlag decreased from 7f to 5f.
  • Charge frame moved from frame 4 to frame 8.

Down StrongBUFF
  • Startlag decreased from 23f to 19f.

Neutral AerialNERF
  • Startlag increased from 3f to 4f.
  • Active time decreased from 6f to 5f.
  • Endlag increased from 7f to 8f.

Forward AerialNERF
  • Startlag increased from 4f to 7f.
  • Active time decreased from 6f to 5f.
  • Removed sourspot.

Back AerialREWORK
  • Startlag increased from 8f to 9f.
  • Active time decreased from 9f to 5f.
  • Endlag increased from 5f to 8f.
  • Removed sourspot.
  • Knockback scaling decreased from 0.10 to 0.09.

Up AerialNERF
  • Startlag increased from 3f to 6f.
  • Endlag increased from 9f to 10f.
  • Base knockback increased from 7.0 to 9.0.

Down AerialREWORK
  • Startlag increased from 8f to 10f.
  • Active time decreased from 8f to 4f.
  • Endlag increased from 5f to 9f.
  • Removed sourspot.
  • Damage decreased from 8% to 6%.
  • Base knockback decreased from 8.0 to 6.0.
  • Can now be jump canceled on hit.

Neutral Special : Laser ShotNERF
  • Startlag increased from 5f to 6f.
  • Endlag increased from 10f to 11f.
  • Cancel window moved from 11~14F to 14~17F.
  • Projectile:
    • Base knockback increased from 3.0 to 4.0.
    • Launch angle changed from
       45 to
       40.

Side Special : Rocket BreathREWORK
  • Endlag increased from 6f to 8f.
  • Multihits:
    • Damage decreased from 2% x7 to 1% x4, 2% x3.
  • Launcher:
    • Base knockback decreased from 8.0 to 7.0.
    • Launch angle changed from
       70 to
       65.

Up Special : HyperjumpNERF
  • Endlag increased from 7f to 14f.

Down Special : Hyperbeam (Charge)NERFBUG FIX
  • Charge time increased by
    15.4%Increased from 26 (~3.95s) to 30 (~4.38)
    .
  • Charge value can no longer go over the max charge time when hit enough times.

Down Special : Hyperbeam (Blast)REWORK
  • Startlag decreased from 5f to 3f.
  • Active time decreased from 9f to 7f.
  • Endlag increased from 11f to 13f.
  • Removed sourspot.
  • Damage decreased from 18% to 15%.

GrabNERF
  • Startlag increased from 5f to 6f.
  • Endlag increased from 7f to 9f.

Forward ThrowBUFF
  • Damage increased from 5% to 6%.
  • Knockback scaling increased from 0.08 to 0.095.
  • Launch angle changed from
     65 to
     40.

Back ThrowNERF
  • Base knockback decreased from 10.0 to 7.0.

Up ThrowREWORK
  • Damage increased from 11% to 12%.
  • Base knockback increased from 11.0 to 12.0.
  • Knockback scaling decreased from 0.05 to 0.045.

Down ThrowNERF
  • Damage decreased from 5% to 3%.
  • Base knockback increased from 8.0 to 8.5.
  • Knockback scaling increased from 0.005 to 0.01.
  • Launch angle changed from
     65 to
     45.
  • No longer changes if down special is charged.

Forward DodgeREWORK
  • Invincible frames decreased from 8f to 6f
  • Movement frames changed from 1~11F to 1~10F.
  • Distance travelled increased by
    15.7%Decreased from 121 to 140.
    .

Back DodgeREWORK
  • Invincible frames decreased from 8f to 6f
  • Movement frames changed from 1~11F to 1~10F.
  • Distance travelled increased by
    15.7%Decreased from 121 to 140.
    .

Spot DodgeREWORK
  • Endlag decreased from 15f to 13f.
  • Invincible frames decreased from 10f to 7f

Air DodgeREWORK
  • Endlag decreased from 20f to 16f.
  • Invincible frames decreased from 12f to 7f

Ultra : Overcharge BlastREWORK
  • Endlag increased from 13f to 14f.
  • Damage decreased from 37% to 28%.
  • Base knockback decreased from 19.0 to 10.5.
  • Knockback scaling increased from 0.06 to 0.17.
  • Launch angle changed from
     45 to
     40.
  • Extra hitstun decreased by
    50%Decreased from 1.0s to 0.5s.
    .
v2.1 (November 23rd, 2023)
AnimationsVISUALBUG FIX
  • Added taunt animation.
  • Fixed victory animation pausing halfway through.
  • Fixed ultra animation pausing halfway through.

Side Special : Rocket BreathNERF
  • Launcher:
    • Launch angle changed from
       45 to
       70.
v2.0 (April 17th, 2023)
AnimationsVISUAL
  • New idle animation.
  • New walk animation.
  • New jump animation.
  • Added entrance animation.
  • Added victory animation.
  • Remade nearly every attack animation to look significantly better and fit their hitboxes better.

Hurtbox SizeBUFF
  • Decreased horizontal size by
    22.2%Decreased from 4.5 to 3.5.
    .
  • Decreased vertical size by
    22.2%Decreased from 4.5 to 3.5.
    .

Walk SpeedBUFF
  • Increased speed by
    100%Increased from 2 to 4.
    .

Air SpeedBUFF
  • Increased speed by
    25%Increased from 4 to 5.
    .

Air AccelerationNERF
  • Decreased acceleration by
    60%Decreased from 25 to 10.
    .

Gravity MultiplierBUFF
  • Decreased gravity by
    2.5%Decreased from 1.2 to 1.17.
    .

Jump SpeedBUFF
  • Increased speed by
    6.7%Increased from 7.5 to 8.
    .

Air JumpsNERF
  • Decreased from 5 to 4.

Defense MultiplierNERF
  • Decreased multiplier by
    14.3%Decreased from 1.4 to 1.2.
    .

Jab 1BUFF
  • Startlag decreased from 3f to 2f.
  • Endlag decreased from 9f to 8f.
  • Cancel window moved from 9~15F to 6~12F.

Jab 2REWORK
  • Startlag increased from 1f to 2f.
  • Cancel window moved from 12~15F to 7~15F.
  • Damage increased from 3% to 5%.
  • Hitbox moved to hit lower.

Jab 3BUFF
  • Startlag decreased from 8f to 7f.
  • Endlag decreased from 14f to 6f.

Side TiltREWORK
  • Startlag decreased from 12f to 6f.
  • Added sweetspot during first two active frames.
  • Sweetspot:
    • Damage increased from 6% to 8%.
    • Knockback scaling increased from 0.08 to 0.10
    • Hitbox Size:
      • Decreased horizontal size by
        63.6%Decreased from 4.4 to 1.6.
        .
      • Decreased vertical size by
        45.7%Decreased from 7.0 to 3.8.
        .
  • Sourspot:
    • Base knockback decreased from 9.0 to 7.0.
    • Hitbox Size:
      • Decreased horizontal size by
        25%Decreased from 4.4 to 3.3.
        .
      • Decreased vertical size by
        12.8%Decreased from 7.0 to 6.1.
        .

Up TiltREWORK
  • Startlag increased from 4f to 9f.
  • Active time changed from 4 (5) 4 (5) 4 (7) 5 [29f] to 2 (2) 2 (3) 2 (2) 2 (4) 3 (4) 3 [29f].
  • Endlag increased from 6f to 8f.
  • Multihit hits increased from 3 to 4.
  • Launcher hits increased from 1 to 2.
  • Multihits:
    • Damage increased from 2% x3 to 2% x4.
    • Hitstun override removed.
    • Hitbox Size:
      • Decreased horizontal size by
        36.4%Decreased from 5.5 to 3.5.
        .
      • Increased vertical size by
        9.4%Decreased from 5.3 to 5.8.
        .
  • Launcher:
    • Damage increased from 4% to 4% x2.
    • Hitbox Size:
      • Increased horizontal size by
        14.1%Decreased from 7.8 to 8.9.
        .
      • Decreased vertical size by
        80.2%Decreased from 8.6 to 1.7.
        .

Down TiltREWORK (BUFF)
  • Startlag decreased from 23f to 9f.
  • Active time increased from 2f to 8f.
  • Endlag increased from 4f to 8f.
  • Added sweetspot during first two five frames.
  • Sweetspot:
    • Damage increased from 3% to 5%.
    • Base knockback increased from 1.0 to 6.0.
    • Knockback scaling increased from 0.11 to 0.13.
    • Launch angle changed from
       -70 to
       -80.
    • Hitbox Size:
      • Increased horizontal size by
        45.7%Decreased from 1.1 to 1.7.
        .
      • Decreased vertical size by
        23.5%Decreased from 3.4 to 2.6.
        .
  • Sourspot:
    • Base knockback increased from 1.0 to 3.0.
    • Hitbox Size:
      • Decreased vertical size by
        41.1%Decreased from 3.4 to 2.0.
        .

Dash AttackNEW MOVE
  • The sliding faceplant has been replaced with a lunging bite.

Side StrongREWORK
  • Startlag increased from 13f to 16f.
  • Charge frame moved from frame 13 to frame 15.
  • Endlag decreased from 21f to 14f.
  • The projectile will not spawn if another one has existed in the last 10 frames.
  • Recoil:
    • Damage decreased from 15% to 4%.
    • Base knockback increased from 5.0 to 8.0.
    • Knockback scaling increased from 0.08 to 0.09.
    • Launch angle changed from
       180 to
       160.
    • Extra hitstun
      removedDecreased from 0.5s to 0s.
      .
    • Now hits grounded opponents
    • Hitbox Size:
      • Increased vertical size by
        44.1%Decreased from 3.4 to 4.9.
        .
  • Projectile:
    • Active time decreased from (1 (1)) x 8, (2) 14 [32] to (1 (1)) x 8, (2) 11 [29]
    • Added sourspot to the missile explosion.
    • Multihits:
      • Damage decreased from 2% x8 to 1% x8.
    • Sweetspot:
      • Damage decreased from 10% to 6%.
      • Base knockback decreased from 9.0 to 6.0.
      • Knockback scaling decreased from 0.1 to 0.09.
      • Launch angle changed from
         5 to
         45.
      • Hitbox Size:
        • Decreased horizontal size by
          10.4%Decreased from 11.5 to 10.3.
          .
        • Decreased vertical size by
          16.5%Decreased from 11.5 to 9.6.
          .
    • Sourspot:
      • Damage decreased from 10% to 5%.
      • Base knockback decreased from 9.0 to 4.0.
      • Knockback scaling decreased from 0.1 to 0.06.
      • Launch angle changed from
         5 to
         70.
      • Extra hitstun
        removedDecreased from 0.2s to 0s.
        .
      • Hitbox Size:
        • Decreased horizontal size by
          15.7%Decreased from 11.5 to 9.7.
          .
        • Decreased vertical size by
          21.7%Decreased from 11.5 to 9.0.
          .

Up StrongREWORK
  • Startlag increased from 2f to 4f.
  • Active time changed from 1 (3) (1 (0)) x 18, (2) 2 [26] to (2 (2)) x 5, 2 [22]
  • Endlag decreased from 12f to 10f.
  • Charge frame moved from frame 3 to frame 4.
  • Multihits:
    • Damage decreased from 1% x18 [18%]to 3% x5 [15%].
    • Base knockback increased from 3.0 to 6.5.
  • Launcher:
    • Damage increased from 4% to 5%.
    • Base knockback increased from 6.0 to 7.0.
    • Knockback scaling decreased from 0.16 to 0.13.
    • Launch angle changed from
       90 to
       70.
    • Hitbox Size:
      • Decreased horizontal size by
        14.8%Decreased from 8.1 to 6.9.
        .
      • Decreased vertical size by
        46.6%Decreased from 6.0 to 3.2.
        .

Down StrongREWORK
  • Startlag decreased from 25f to 23f.
  • Endlag decreased from 15f to 13f.
  • Charge frame moved from frame 5 to frame 3.
  • Damage increased from 10% to 12%.
  • Base knockback decreased from 10.0 to 8.0.
  • Knockback scaling increased from 0.001 to 0.17.
  • Launch angle changed from
     -90 to
     45.
  • Extra hitstun
    addedIncreased from 0s to 0.3s.
    .
  • Hitbox Size:
    • Increased vertical size by
      44.1%Decreased from 3.4 to 4.9.
      .
  • Projectile:
    • Active time decreased from 14f to 12f.
    • Added sourspot to the shockwave.
    • Sweetspot:
      • Damage increased from 7% to 9%.
      • Base knockback increased from 2.0 to 7.0.
      • Knockback scaling increased from 0.09 to 0.14.
      • Launch angle changed from
         20 to
         45.
      • Hitbox Size:
        • Decreased vertical size by
          10%Decreased from 4.0 to 3.6.
          .
    • Sourspot:
      • Damage decreased from 7% to 6%.
      • Base knockback increased from 2.0 to 4.0.
      • Knockback scaling decreased from 0.09 to 0.07.
      • Launch angle changed from
         20 to
         50.
      • Hitbox Size:
        • Decreased horizontal size by
          25%Decreased from 4.0 to 3.0.
          .
        • Decreased vertical size by
          10%Decreased from 4.0 to 3.6.
          .

Neutral AerialNEW MOVE
  • The multihit leg flailing has been replaced with a double-sided leg swipe.

Forward AerialREWORK
  • Startlag decreased from 5f to 4f.
  • Active time increased from 4f to 6f.
  • Endlag decreased from 4f to 5f.
  • Removed charge frame.
  • Added sourspot.
  • Sweetspot:
    • Damage increased from 4% to 6%.
    • Base knockback increased from 5.0 to 5.5.
    • Knockback scaling increased from 0.01 to 0.09.
    • Launch angle changed from
       45 to
       30.
    • Hitbox Size:
      • Decreased horizontal size by
        47.5%Decreased from 6.1 to 3.2.
        .
      • Decreased vertical size by
        65.5%Decreased from 2.9 to 1.0.
        .
  • Sourspot:
    • Knockback scaling increased from 0.01 to 0.05.
    • Launch angle changed from
       45 to
       40.
    • Hitbox Size:
      • Decreased horizontal size by
        29.5%Decreased from 6.1 to 4.3.
        .
      • Decreased vertical size by
        65.5%Decreased from 2.9 to 1.0.
        .

Back AirREWORK
  • Active time decreased from 10f to 9f.
  • Endlag decreased from 7f to 4f.
  • Can now be cancelled by releasing the attack button before the explosion.
  • Added sourspot.
  • Sweetspot:
    • Damage decreased from 11% to 8%.
    • Knockback scaling decreased from 0.14 to 0.10.
    • Launch angle changed from
       170 to
       140.
    • Hitbox Size:
      • Decreased horizontal size by
        33.3%Decreased from 5.1 to 3.4.
        .
      • Decreased vertical size by
        65.2%Decreased from 4.6 to 1.6.
        .
  • Sourspot:
    • Damage decreased from 11% to 5%.
    • Base knockback decreased from 9.0 to 4.0.
    • Knockback scaling decreased from 0.14 to 0.07.
    • Launch angle changed from
       170 to
       145.
    • Hitbox Size:
      • Decreased vertical size by
        23.9%Decreased from 4.6 to 3.5.
        .

Up AerialREWORK
  • Startlag increased from 1f to 3f.
  • Active time decreased from 8f to 6f.
  • Endlag decreased from 12f to 9f.
  • Damage decreased from 6% to 4%.
  • Base knockback increased from 5.0 to 7.0.
  • Launch angle changed from
     80 to
     85.

Down AerialREWORK
  • Startlag decreased from 11f to 8f.
  • Active time increased from 7f to 8f.
  • Endlag decreased from 7f to 5f.
  • Removed charge frame.
  • Now has a different sweetspot hitbox for opponents who are grounded.
  • Sweetspot (Grounded Hit):
    • Damage increased from 7% to 8%.
    • Base knockback decreased from 1.0 to 6.0.
    • Launch angle changed from
       -90 to
       45.
    • Extra hitstun
      removedDecreased from 0.7s to 0s.
      .
    • Hitbox Size:
      • Increased horizontal size by
        21.7%Increased from 2.3 to 2.8.
        .
      • Increased vertical size by
        24.1%Increased from 2.9 to 3.6.
        .

  • Sweetspot (Aerial Hit):
    • Damage increased from 7% to 8
    • Base knockback decreased from 1.0 to 8.0.
    • Knockback scaling decreased from 0.10 to 0.09.
    • Extra hitstun
      removedDecreased from 0.7s to 0s.
      .
    • Hitbox Size:
      • Increased horizontal size by
        21.7%Increased from 2.3 to 2.8.
        .
      • Increased vertical size by
        24.1%Increased from 2.9 to 3.6.
        .
  • Sourspot:
    • Damage increased from 3% to 4%.
    • Base knockback increased from 1.0 to 4.0.
    • Knockback scaling decreased from 0.001 to 0.03.
    • Launch angle changed from
       -90 to
       40.
    • Hitbox Size:
      • Decreased horizontal size by
        10.7%Decreased from 2.8 to 2.5.
        .
      • Decreased vertical size by
        11.1%Decreased from 3.6 to 3.2.
        .

Neutral Special : Laser ShotREWORK
  • Startlag increased from 1f to 5f.
  • Endlag decreased from 19f to 10f.
  • Cancel window moved from 15~20F to 11~14F.
  • Holding attack will now automatically cancel into another Laser Shot.
  • The attack will no longer cancel upon hitting the ground.
  • Projectile:
    • Base knockback increased from 1.0 to 3.0.
    • Knockback scaling increased from 0.001 to 0.01.
    • Launch angle changed from
       0 to
       45.
    • Extra hitstun
      addedIncreased from 0s to 0.05s.
      .

Side Special : Rocket BreathREWORK
  • Startlag decreased from 15f to 12f.
  • Active time increased from 3 (1) { 2 (1) } x5, 4 [23] to { 2 (1) } x7, 3 [24].
  • Endlag decreased from 20f to 6f.
  • Velocity frame moved from frame 19 to frame 13.
  • No longer ends in freefall, but can only be used once in the air.
  • Multihits:
    • Damage increased from 1% x7 to 2% x7.
    • Base knockback changed from 10 to [GRAB].
    • Knockback scaling increased from 0.001 to [GRAB].
    • Launch angle changed from
       0 to [GRAB].
    • Hitbox Size:
      • Increased horizontal size by
        96%Decreased from 2.5 to 4.9.
        .
      • Decreased vertical size by
        16%Decreased from 5.0 to 4.2.
        .
  • Launcher:
    • Damage decreased from 10% to 3%.
    • Base knockback decreased from 9.0 to 8.0.
    • Knockback scaling increased from 0.08 to 0.085.
    • Launch angle changed from
       1 to
       45.
    • Hitbox Size:
      • Increased horizontal size by
        71.4%Decreased from 3.5 to 6.0.
        .
      • Decreased vertical size by
        16%Decreased from 6.7 to 4.5.
        .

Up Special : Hyperjump NEW MOVE
  • The weak projectile shot has been replaced with a large spiking blast.

Down Special : Hyperbeam NEW MOVE
  • The incredibly weak and near useless projectile shot has been replaced with a chargable blast.

Jump Attack : Jump ShotBUFF
  • Startlag decreased from 6f to 2f.
  • Projectile:
    • Damage increased from 1% to 2%.
    • Knockback scaling increased from 0.001 to 0.01.
    • Launch angle changed from
       0 to
       40.
    • Extra hitstun
      addedIncreased from 0s to 0.05s.
      .

GrabREWORK
  • Startlag decreased from 9f to 5f.
  • Active time decreased from 11f to 6f.
  • Endlag decreased from 9f to 7f.
  • Hitbox Size:
    • Increased horizontal size by
      10.7%Decreased from 5.6 to 6.2.
      .
    • Decreased vertical size by
      82.5%Decreased from 8 to 1.4.
      .

Forward ThrowREWORK
  • Startlag increased from 11f to 13f.
  • Endlag decreased from 17f to 11f.
  • Damage decreased from 9% to 5%.
  • Base knockback decreased from 7.0 to 9.0.
  • Knockback scaling decreased from 0.20 to 0.08.
  • Launch angle changed from
     -1 to
     65.

Back ThrowREWORK
  • Damage decreased from 9% to 5%.
  • Knockback scaling increased from 0.13 to 0.14.

Up ThrowREWORK
  • Startlag increased from 22f to 14f.
  • Endlag decreased from 13f to 12f.
  • Damage decreased from 16% to 11%.
  • Base knockback increased from 7.0 to 11.0.
  • Knockback scaling increased from 0.14 to 0.05.

Down ThrowREWORK
  • Startlag increased from 7f to 14f.
  • Endlag decreased from 17f to 11f.
  • Now changes depending on if Hyberbeam is charged.
  • Throw:
    • Damage increased from 4% to 5%.
    • Base knockback decreased from 9.0 to 8.0.
    • Knockback scaling decreased from 0.011 to 0.005.
    • Launch angle changed from
       72 to
       65.
  • Throw (Down Special Charged):
    • Damage increased from 4% to 5%.
    • Base knockback increased from 9.0 to 10.0.
    • Knockback scaling decreased from 0.011 to 0.015.
    • Launch angle changed from
       72 to
       40.

Forward DodgeREWORK
  • Endlag increased from 12f to 14f.
  • Invincible frames increased from 5f to 8f
  • Distance travelled increased by
    12.1%Decreased from 108 to 121.
    .

Backward DodgeREWORK
  • Endlag increased from 12f to 14f.
  • Invincible frames increased from 5f to 8f
  • Distance travelled increased by
    12.1%Decreased from 108 to 121.
    .

Spot DodgeREWORK
  • Endlag decreased from 16f to 15f.
  • Invincible frames decreased from 12f to 10f

Air DodgeBUFF
  • Invincible frames increased from 11f to 12f

Ultra : Overcharge BlastNEW MOVE
  • The projectile-based install has been replaced with a charging laser barrage.
v1.0 (March 5th, 2022)
-
Concept Art
Character concept
Mouth opening test
Ultra positioning test