- Smack Studio: Gulp -
GULP
3.2
1.85
30
4.7
17.0
3.5
25.0
2.0
2.5
14.0
1
6f
Z_BOF_Gulp
OVERVIEW
Gulp embodies the typical aspects of a heavyweight: a strong, slow tank with high damage and knockback. The difference comes in his forms of defense. In addition to a high knockback resistance, nearly all of his attacks have a window of super armor, which also replaces all instances of invulnerablity. This armor is unique in that it becomes weaker as Gulp is damaged, eventually dissapearing entirely. This means it generally a double-edged sword, as Gulp starts a stock with more defense than other characters, but ends it with much worse defense than others.
Gulp's large size means his attacks are also quite large, with the downside of being easy combo food. He also has quite slow movement, but is able to make use of his uniquely fast dodges as a fast, armored approach tool.
Unlike the typical heavyweight, Gulp also has access to a variety of projectiles, allowing him to contest the zoning of other characters. Most of these come from his Item Eat / Item Spit, allowing Gulp to choose the right projectile for each situation. His various projectiles are able to deal high damage, control space, and home in. He has access to even more with the use of Orb Eat / Orb Spit, giving him more powerful projectiles with his ultra.
Gulp's other main mechanic is Earthquake, an unblockable fullscreen bounce that is caused whenever Gulp is knocked down or does down strong. He can disrupt zoning, interrupt combos, and stop charging of resources.
Gulp is an armored tank with strong attacks that uses super armor to force his way through the opponent's offense.
PROS / CONS
- Armor: Gulp's armor lets him easily win trades, and avoid punishment when attacking unsafely.
- Tank: Gulp survives for much longer than most characters, letting him easily survive higher than 200%.
- High Damage: Gulp's attacks do more damage than most, letting him easily get the opponent to kill percent.
- High Knockback: Gulp's attacks do higher than average knockback, with some even rivaling other ultras in power.
- Grabs and Multihits: Gulp's armor is particularly weak to grabs and multihits, leaving him less protected than he should be, especially with his dodges.
- No Invulnerability: rmored Scales replaces most instances of Invulnerability seen on normal characters. This means Gulp is never truly safe from attacks, especially when his armor runs out and he is left with no protection at all.
- Combo Food: Gulp is massive, and he easily gets combo'd due to this. It gets even worse once his armor runs out, leaving him with no invulnerability to escape with.
- Predictable Movement: Gulp moves slower than other characters, which gives the opponent plenty of time to see his approach coming. Even when using his dodges to move faster, Gulp still can't do much to mix up his options.
Unique Mechanic: Hardened Scales
Nearly all of Gulp's attacks have a window of super armor on them, whenever Gulp's outline becomes grey. This armor is unique in that it only lasts for a limited amount of hits, with the opponent being able to break through if they are fast enough. Specifically, there are two hits of armor from 0% to 75%, one hit of armor from 76% to 150%, and no hits beyond that. Due to that, the armor will eventually lose its function, leaving Gulp very vulnerable at higher percents. He is also always vulnerable to grabs and quick multihits, as they can break through the armor. Also, Gulp still takes damage when armoring an attack, so he should still be careful to avoid attacks.
Hardened Scales is used on:
Jab - 7f (6~12F)
Forward Tilt - 9f (8~16F)
Up Tilt - 10f (6~15F)
Dash Attack - about 18F (8F~Until Landing + 5F
Side Strong - 18F (15~32F)
Up Strong - 13F (10~22F)
Down Strong - 22F (10~32F)
Neutral Air - 5F (5~9F)
Forward Air - 7F (9~15F)
Back Air - 11F (8~18F)
Up Air - 11F (14~24F)
Down Air - 19F (16~34F)
Up Special - 16F (21~36F)
Grab - 12F (8~19F)
Grab Hold - Full
All Throws - Full
Forward Dodge - 6F (2~7F)
Back Dodge - 6F (2~7F)
Spot Dodge - 11F (2~12F)
Air Dodge - 15F (2~16F)
Tech - Full
Forward Tech - Full
Back Tech - Full
Get Up - Full
Get Up Attack - 26F (2~27F)
Forward Roll - Full
Back Roll - Full
Edge Up - Full
Edge Attack - 17F (2~18F)
Edge Jump - Full
Edge Dodge - Full
Ultra - Until Selection + 22F
As armored scales replaces just about all instances of invulnerability (except for respawning and first ledge grab), Gulp is ALWAYS vulnerable to grabs. It also causes him to lose most protection above 150%, leaving him much more vulnerable than other characters.
Unique Mechanic: Earthquake
Earthquake is a fullscreen unblockable created when using Down Strong and after being knocked down. While it does no damage, it bounces the opponent upwards, interrupting their actions. It can be used to disrupt opponents attempting to zone, or to break their pressure after they knock Gulp down.
Frame Data Grid Key
Frame Data Bar Key
- Normal Attacks -
Jab
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Jab
8%
3.0
0.05
6
4
6
-
Jump (On Hit)
- Jump cancellable on hit.
- Does 16% extra damage to shields.
Does decent damage, but pretty poor knockback. Best used to either combo with the jump cancel or to greatly threaten shields due to its increased damage.
Forward Tilt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Tilt
12%
7.0
0.11
9
4
10
-
-
A (relatively) slow, strong bite with good range. A good kill option if unable to use Gulp's slow strong attacks.
Up Tilt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Tilt
11%
10.0
0.06
6
6
11
-
-
A good launcher. Great for keeping the opponent in the air due to its large hitbox. Also a functional anti-air, but fails to cover the area above and behind Gulp.
Down Tilt
VERY different from Ftilt, despite this how this looks...
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Tilt
2%
4.0
0.04
3
3
12
-
Jab, Down Tilt
- Cancels into Jab or Down Tilt on hit.
Has the lowest startup of any of Gulp's attacks, but has higher end lag on whiff. Good for stopping opponents who have gotten too close to Gulp. It also cancels into both itself and Jab, allowing for it to get decent damage when actually hitting. Due to the cancel into Jab, it is quite threatening on shield, as a few down tilts into a jab is likely to do a large chunk of shield damage.
Dash Attack
Falling
Landing
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Dash Attack
4%
11.0
0.00
14
Until Landing
-
*
-
Landing
12%
8.0
0.14
1
5
10
-
-
Dash Attack:
Total: 15
Landing:
Total: 16
- Upwards velocity on 1~14F.
- Downwards velocity on 15F~Landing.
An excellent multipurpose move. The jump allows it to go over many attacks, which when combined with the armor makes it difficult to contest. This makes it a great attack to just throw out and hope it hits. It does high damage and knockback, making it quite rewarding. At lower percents, Gulp is even able to combo off of it with his faster aerials. It also spikes when hitting offstage, though this is generally not effective as it always results in Gulp's death, while usually not doing enough knockback to kill the opponent.
- Strong Attacks -
Side Strong
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Strong
18% [12%]
8.0 [4.0]
0.17 [0.10]
13 + Charge + 3
13
14
-
-
[ ] Values represent the sourspot
Forward Strong:
Total: 43
- Forward velocity on 17~34F.
- Distance increases when charged.
A very strong but very slow horn charge. An excellent kill option, especially when charged, as it covers area very quickly an can tank through attacks with the armor.
Up Strong
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Strong
15%
7.0
0.17
7 + Charge + 2
7
15
-
-
A very strong attack that covers most of the horizontal area above Gulp. As Gulp's fastest strong attack, it may be tempting to use this as a kill move. While it can very easily function as one, it can be hard to line up without Gulp being almost inside of the opponent (for grounded opponents, at least).
Down Strong
Charging...
Crushing
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Strong
20%
9.0
0.10
15 + Charge + 5
8
19
-
-
- Earthquake spawns on frame 27.
Very high damage move that is probably the best showcase for Armored Scales. The armor starts long before the active frames, even covering the charge period. This lets Gulp charge with much less risk than other characters, assuming he still has access to the armor. Due to its size, it can be a difficult move to avoid. This is compounded by Earthquake, as it is Gulp's only option to manually spawn it. This makes it quite safe to use in general, as the opponent will either be getting hit by the attack, or will be attempting to avoid the unblockable Earthquake.
- Aerial Attacks -
Neutral Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Neutral Air
7% [4%]
7.0 [5.0]
0.10 [0.02]
6
10
9
9
-
[ ] Values represent the sourspot
Neutral Air:
Total: 25
A very large and effective combo tool, especially when hitting with Gulp's back. It launches opponents right into range of most of Gulp's attacls, easily comboing into them.
Forward Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Air
11%
7.0
0.10
9
4
12
13
-
A long ranged and disjointed move with decent speed. It is a good kill move offstage, but really shines as a tool to cover platforms. Its high and wide hitbox covers the entirety of most platforms, leaving the opponent with few options.
Back Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Air
14%
6.0
0.15
10
5
12
16
-
A large horizontal kill move. Good for edgeguarding, and a decent spacing tool after a full jump, even with its massive landing lag.
Up Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Air
15%
7.0
0.14
13
6
14
17
-
Similar to up tilt, but much stronger, slower and done much higher up. It is quite an effective kill move, but easy to see coming due to its speed.
Down Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Air
17% [14%]
8.0 [7.0]
0.15 [0.14]
21
9
12
24
-
[ ] Values represent the sourspot
Down Air:
Total: 42
- On hit, has upward velocity on 22~41.
- Due to the upwards velocity, generally will not land on hit.
A slow but devestating spike. It is best used to stop opponents from recovering, as the armor can tank through attacks and send them plummeting downwards. However, its long duration also leaves Gulp in a dangerous spot when used too far offstage.
- Special Attacks -
Neutral Special : Energy Shots
Middle is the default angle,
close is the closest possible distance,
far is the farthest possible distance
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Neutral Special
-
-
-
-
16
P
23
~
-
Energy Shots
3%, 8%
2.0, 7.0
0.00, 0.08
1
Until Landing, (2) 4
-
-
-
Neutral Special:
Total: 41
Energy Shot:
Total: 8
- Can be canceled into another energy shot on 33F, going back to frame 12.
- Can be canceled to shoot a total of five times, with each using up ammo.
- Ammo refills once every half second that Energy Shots is not being used.
- Ammo can not reach zero, and the move will always fire at least one energy ball.
- Holding forward or back will change the ball's trajectory.
A high damage projectile with controllable angles. The ammo mechanic makes it only usable in short bursts, but it quickly recharges,
Down Special : Item Eat
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Item Eat
-
-
-
-
5 + Until Selection
-
26
~
-
- Pressing Attack + Direction stocks an item (This assumes facing right).
- Attack + Left stocks a Bomb.
- Attack + Up stocks a Barrel.
- Attack + Right stocks a Rocket.
- Item is stocked on frame 24.
Gives access to Gulp's many items, all of which have specific uses. The input can take a bit to get used too, but isn't hard to do quickly once learned.
Side Special : Item Spit
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Item Spit
-
-
-
-
10
P
18
~
-
- Fires a projectile based on what was chose with Item Eat.
- Item is set back to None after spitting.
A quick spit that spawns the current item, but useless without one stocked.
----- Item : Barrel
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Barrel
15%
5.0
0.05
-
160
-
-
-
High damage horizontal projectile. It can be difficult to line up vertically however, as opponents can jump over it or Gulp can be falling too fast to line it up correctly.
----- Item : Bomb
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Bomb
13%
8.0
0.14
200
10
-
-
-
A bomb that controls space on screen. If opponents keep track of the timer however, they can safely approach without fear of it exploding on them.
----- Item : Rocket
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Rocket
6%
8.0
0.11
-
360
-
-
-
- Homes in on the nearest enemy player.
A homing missile that can be difficult to avoid, especially offstage. It can, however, be destroyed by many aerials. It also may be manipulated to hit Gulp, which is particularly an issue due to his large size.
Up Special : Jet Cannon
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Jet Cannon
7%
9.0
0.03
21
19
7 + Until Landing
12
-
- Hover on 1~20F.
- Upward velocity on 22~47F.
A high reaching but flawed recovery. Due to the hover at the beginning, Gulp can actually still die after activating it. It only slows his descent, not stopping it. It also has quite poor horizontal travel, often leaving Gulp falling just short of the ledge.
Earthquake
This isn't actually to scale; the real one is about 10x bigger...
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Earthquake
0%
8.0
0.013
-
1
-
-
-
- Unblockable.
- TECHNICALLY not fullscreen, but is so unbelievably large that it should not matter on any normal stage.
- Created when knocked down, or during down strong.
Earthquake is a fullscreen unblocable, which serves more as an annoyance than a real attack. It can be used to interrupt zoning or setups, and can disrupt opponents of created from a knockdown. However, it isn't a particularly useful attack in its own right, as it does no damage and low knockback. In fact, it is actively helpful for opponents offstage, as they are generally able to recover even higher due to it.
- Grabs / Throws -
Grab
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Grab
[GRAB]
[GRAB]
[GRAB]
[GRAB]
8
4
15
-
-
- Forward velocity on 9~18F.
A long ranged grab with forward movement. It can be quite useful after a dash, as it reaches very far. However, it is also a bit slower than other characters' grabs
Forward Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Throw
5%
6.0
0.13
30
T
13
-
-
Gulp's best kill throw.
Back Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Throw
16%
11.0
0.06
35
T
15
-
-
Gulp's highest damage throw. It generally sends too far away to do any followups.
Up Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Throw
7%
8.0
0.09
13
T
12
-
-
A decent combo throw, as it has low knockback and leaves the opponent right above Gulp.
Down Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Throw
9%
10.0
0.00
13
T
15
-
-
Tosses the opponent directly down. On stage, it will knock them down. If close to the ledge, it tosses them directly downwards. The lack of scaling means that it fails to get any stronger as the opponent is damaged.
- Dodges -
Forward Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Dodge
-
-
-
-
-
-
14
-
-
- Forward velocity on 5~14F.
- Unlike other forward dodges, does not flip Gulp's direction.
Quicker than every other dodge, with armor instead of invulnerability. Because of this, it loses all protection once Gulp is over 150%. It also has use as a movement tool thanks to its movement distance and relative speed.
Back Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Dodge
-
-
-
-
-
-
14
-
-
- Backward velocity on 5~14F.
Quicker than every other dodge, with armor instead of invulnerability. Because of this, it loses all protection once Gulp is over 150%. It also has use as a movement tool thanks to its movement distance and relative speed.
Spot Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Spot Dodge
-
-
-
-
-
-
16
-
-
Has armor instead of invulnerability, with slightly better recovery. However, it becomes entirely useless once armor runs out.
Air Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Air Dodge
-
-
-
-
-
20
-
-
- Directional velocity on 1~23F.
Replaces invulnerability with armor. Still has some use as a recovery tool once armor is gone.
- Ultra -
Ultra : Orb Eat
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Item Eat
-
-
-
-
1 + Superflash + Until Selection
-
26
~
-
- Pressing Attack + Direction stocks an orb (This assumes facing right).
- Attack + Left stocks an Energy Barrage (Blue Orb).
- Attack + Up stocks a Laser (Green Orb).
- Attack + Right stocks a Fire Dragon (Red Orb).
- Orb is stocked on frame 21.
A more powerful version of Item Eat that stocks different items. Has armor for most of its duration.
Ultra Side Special : Orb Use
Green Orb
Blue Orb
Red Orb
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Item Spit
-
-
-
-
1 + Superflash + 2
P
18
~
-
- Fires a projectile based on what was chose with Orb Eat.
- Item is set back to None after spitting.
- Animation and hurtboxes depend on orb used, but the frame data is the same.
A replacement for Item Spit while an orb is stocked. It has much less startup and summons more powerful objects.
----- Green Orb : Laser
This is a really bad visual, it is just really long...
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Laser
35%
6.0
0.08
-
20
-
-
-
Very long ranged laser that deals high damage but low knockback. Can be difficult to line up while falling.
----- Blue Orb : Energy Barrage
Orb
Shockwave
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Energy Shots
2%, 3%
2.0, 7.0
0.00, 0.08
1
Until Landing, (2) 4
-
-
-
- Fires 15 projectiles.
A difficult to avoid field of projectiles, which are weaker versions of the ones from Energy Shot, shot in a randomized pattern above Gulp. It can do high damage as an anti-air, as every projectile can hit the opponent at once.
----- Red Orb : Fire Dragon
Definitely not just a reskinned Gulp head...
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Fire Dragon
18%
8.0
0.14
-
320
-
-
-
- Homes in on the nearest enemy player.
A stronger variation of the rocket, that is stronger, lasts longer, can not be destroyed, can not hit Gulp, and has better homing. It can be very difficult to navigate around.
- Other Things -
Taunt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Taunt
-
-
-
-
-
-
66
-
-
Average taunt.
Alternate Colors
Color 01
Default. Created by Insomniac Games.
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
v2.2 (November 23rd, 2024)
Overview
- This is part of a roster-wide change in how landing lag works due to a shift in my perspective.
Landing Lag
NERF
Neutral Air
NERF
- Now has 9f of landing lag when landing within a specific window.
Forward Air
NERF
- Now has 13f of landing lag when landing within a specific window.
Back Air
NERF
- Now has 16f of landing lag when landing within a specific window.
Up Air
NERF
- Now has 17f of landing lag when landing within a specific window.
Down Air
NERF
- Now has 24f of landing lag when landing within a specific window.
v2.1 (November 5th, 2024)
Forward Dodge
BUFF
- Slightly increased momentum at end of dodge.
Back Dodge
BUFF
- Slightly increased momentum at end of dodge.
LAP
ADDITION
- Added LAP support using the tag "Z_BOF_Gulp"
v2.0 (July 8th, 2024)
Animations
VISUAL
- Added entrance animation.
- Added victory animation.
- Added taunt.
- Reworked the cannon's sprite rig, allowing it to move more without breaking.
- Tweaked many animation to look significantly better and fit their hitboxes better.
- New stock icon.
- Added custom sounds from Spyro 2: Ripto's Rage.
Hurtbox
BUFF
- Hurtbox is now shaped to Gulp's body, rather than being a large box surrounding him.
Walk Speed
BUFF
Run Speed
BUFF
Air Speed
BUFF
Jump Speed
NERF
Defense Multiplier
NERF
Hardened Scales
NEW MECHANIC
- Nearly all of Gulp's attack now have a window of super armor.
- Armor lasts for two hits below 75%, one hit below 150%, and no hits beyond that.
Jab
REWORK
- Startup increased from 5f to 6f.
- Active time decreased from 6f to 4f.
- Endlag increased from 5f to 6f.
- Added Hardened Scales armor from 6~12F.
- Removed sourspot.
- Launch angle changed from 16 to 75.
- Hitbox Size:
- Entirely reshaped hitbox.
- Can now be jump canceled on hit.
- Now does extra shield damage.
Forward Tilt
REWORK
- Startup decreased from 11f to 9f.
- Active time decreased from 5f to 4f.
- Endlag increased from 5f to 10f.
- Added Hardened Scales armor from 8~16F.
- Damage decreased from 14% to 12%.
- Base knockback decreased from 8.0 to 7.0.
- Knockback scaling decreased from 0.16 to 0.11.
- Launch angle changed from 40 to 45.
- Hitbox Size:
Up Tilt
REWORK
- Startup increased from 9f to 6f.
- Active time decreased from 11f to 6f.
- Endlag increased from 4f to 11f.
- Added Hardened Scales armor from 6~15F.
- Completely redid all hitboxes, and removed all sweetspots and sourspots.
Down Tilt
NEW MOVE
- The shockwave ground hit has been replaced with a quick cancelable head poke.
Dash Attack
REWORK
- Startup decreased from 16f + Until Landing to 14f.
- Active time changed from 2 (1) 8f to Until Landing (1) 5f.
- Endlag increased from 6f to 10f.
- Added Hardened Scales armor from 8F~Until Landing + 5.
- Upward movement frames changed from 1~12F to 4~14F.
- Downward movement frames changed from 13F~Until Landing to 15F~Until Landing.
- Removed first hit of landing.
- Added a falling hitbox.
- Second (now only) landing hitbox:
- Damage decreased from 17% to 12%.
- Knockback scaling decreased from 0.19 to 0.14.
- Launch angle changed from 30 to 50.
Side Strong
REWORK
- Startup decreased from 17f to 16f.
- Active time decreased from 12 (2) 7 [21f] to 13f.
- Endlag decreased from 20f to 14f.
- Charge frame moved from frame 12 to frame 13.
- Added Hardened Scales armor from 15~32F.
- Now travels farther when charged.
- Movement frames changed from 16~29F to 17~34F.
- Removed landing hitbox.
- Added Sourspot.
- Sweetspot:
- Knockback scaling decreased from 0.22 to 0.17.
- Launch angle changed from 36 to 40.
- Hitbox Size:
Up Strong
REWORK
- Active time changed from 2 (1) 11 [14f] to 7f.
- Endlag increased from 12f to 13f.
- Added Hardened Scales armor from 10~22F.
- Removed sourspot.
- Removed ground launcher.
- Damage increased from 14% to 15%.
- Base knockback decreased from 8.0 to 7.0.
- Knockback scaling decreased from 0.20 to 0.17.
- Launch angle changed from 95 to 90.
- Hitbox Size:
Down Strong
NEW MOVE
- The leaping ground slam has been replaced with a body slam.
Neutral Air
REWORK
- Startup increased from 4f to 6f.
- Active time increased from 4f to 10f.
- Endlag decreased from 17f to 9f.
- Added Hardened Scales armor from 5~9F.
- Added sourspot.
- Sweetspot:
- Damage increased from 5% to 7%.
- Base knockback increased from 6.0 to 7.0.
- Knockback scaling increased from 0.02 to 0.10.
- Launch angle changed from 56 to 50.
- Hitbox Size:
Forward Air
NEW MOVE
- The head spike has been replaced with a cannon tip stab.
Back Air
NEW MOVE
- The tail swipe has been replaced with a backwards kick.
Up Air
NEW MOVE
- The bite (forward tilt copy) has been replaced with a slow, large horn swipe.
Down Air
NEW MOVE
- The leg flurry has been replaced with a very slow cannon swing.
Neutral Special : Energy Shots
REWORK
- Startup decreased from 54f to 16f.
- Endlag decreased from 55f to 23f.
- The cancel window is now based on an ammo mechanic.
- Trajectory of the projectile can now be controlled.
- Projectiles now fire from in front of Gulp, rather than far above him.
- Projectile:
- Ball:
- No longer changes based on if it hits in air or on the ground.
- No longer has slight homing.
- Damage decreased from 8% to 3%.
- Base knockback decreased from 6.0 to 2.0.
- Knockback scaling decreased from 0.03 to 0.00.
- Shockwave:
- Removed sourspot.
- Damage Decreased from 15% to 8%.
- Knockback scaling Decreased from 0.13 to 0.08.
- Launch angle changed from 0 to 80.
- Hitbox Size:
Down Special : Item Eat / Side Special : Item Spit
NEW MOVES
- The barrel, bomb, and rocket projectiles have been moved around. Instead of having rocket on side special and the other two on down special, down special now stocks an item while side special uses the item. Because the item eating is a seperate move, the effective startup is significantly faster (As it used to be 94 FRAMES!!).
Up Special : Jet Cannon
REWORK /
BUG FIX
- No longer permanently changes gravity multiplier.
- Landing lag decreased from 24f to 12f.
- Now has a hitbox.
- Movement completely redone.
Earthquake
REWORK
- Damage decreased from 2% to 0%.
- Knockback scaling decreased from 0.065 to 0.013.
- Now (essentially) fullscreen.
- Hitbox Size:
Grab
REWORK
- The move has recieved a new animation.
- Endlag decreased from 17f to 14f.
- Added Hardened Scales armor from 8~20F.
- Added forward velocity.
Forward Throw
NEW MOVE
- The bite has been replaced with a spit similar to Item Spit.
Back Throw
NEW MOVE
- The leaping throw has been replaced with a cannon slam.
Up Throw
NEW MOVE
- The laser shot has been replaced with an upwards toss.
Down Throw
REWORK
- Endlag increased from 10f to 15f.
- Damage increased from 8% to 9%.
- Base knockback increased from 9.0 to 10.0.
- Knockback scaling decreased from 0.06 to 0.00.
- Launch angle changed from 70 to -90.
Forward Dodge
NEW MOVE
- Rather than a traditional dodge, Gulp now has a very fast dodge with no invulnerability, only armor.
Back Dodge
NEW MOVE
- Rather than a traditional dodge, Gulp now has a very fast dodge with no invulnerability, only armor.
Spot Dodge
REWORK
- Endlag increased from 16f to 17f.
- Removed invulnerabilty.
- Added Hardened Scales armor from 2~12F.
Spot Dodge
REWORK
- Endlag increased from 20f to 23f.
- Removed invulnerabilty.
- Added Hardened Scales armor from 2~16F.
Ultra : Orb Eat / Orb Spit
NEW MOVE
- The laser shot into projectile spawns has been replaced with a modified version of Item Eat that stocks items similar to the game's final boss.
v1.2 (November 10th, 2022)
Jab
BUFF
- Endlag decreased from 9f to 5f.
Forward Tilt
BUFF
- Damage increased from 11% to 14%.
- Knockback scaling increased from 0.11 to 0.16.
Up Tilt
BUFF
- Early Sweetspot:
- Damage increased from 12% to 15%.
- Base knockback increased from 8.0 to 10.0.
- Knockback scaling increased from 0.12 to 0.14.
- Early Sourspot:
- Knockback scaling __creased from 0.06 to 0.10.
- Launch angle changed from 90 to 100.
Down Tilt
BUFF
- Head Hitbox:
- Damage increased from 10% to 13%.
- Base knockback increased from 4.0 to 5.0.
Dash Attack
BUFF
- Hit 2:
- Damage increased from 13% to 17%.
- Knockback scaling increased from 0.12 to 0.19.
Side Strong
BUFF
- Damage increased from 16% to 18%.
- Knockback scaling increased from 0.20 to 0.22.
Up Strong
BUFF
- Sweetspot:
- Damage increased from 13% to 14%.
Down Strong
BUFF
- Landing Hit:
- Damage increased from 13% to 14%.
Neutral Air
REWORK
- Damage increased from 4% to 5%.
- Base knockback decreased from 7.0 to 6.0.
- Knockback scaling increased from 0.01 to 0.02.
Forward Air
BUFF
- Base knockback increased from 6.0 to 8.0.
Back Air
REWORK
- Hit 2:
- Damage increased from 2% to 4%.
- Base knockback increased from 3.0 to 5.0.
- Knockback scaling increased from 0.04 to 0.09.
Up Air
REWORK
- Damage increased from 8% to 10%.
- Base knockback increased from 5.0 to 6.0.
- Knockback scaling increased from 0.11 to 0.15.
Neutral Special: Energy Shots
BUFF
- Projectile:
- Ground Hit:
- Damage increased from 2% to 8%.
- Base knockback increased from 6.0 to 8.0.
- Air Hit:
- Damage increased from 5% to 8%.
- Knockback scaling increased from 0.01 to 0.03.
Side Special: Rocket Spit
BUFF
- Projectile:
- Damage increased from 12% to 15%.
- Base knockback increased from 11.0 to 12.0.
- Knockback scaling increased from 0.13 to 0.14.
- Launch angle changed from 30 to 40.
Down Special: Toxic Barrel / Bomb
REWORK
- Toxic Barrel:
- Projectile:
- Damage increased from 20% to 25%.
- Knockback scaling increased from 0.008 to 0.05.
- Bomb:
- Sweetspot:
- Base knockback increased from 5.0 to 15.0.
- Knockback scaling increased from 0.30 to 0.23.
- Sourspot:
- Base knockback increased from 3.0 to 9.0.
- Knockback scaling increased from 0.21 to 0.19.
Earthquake
BUFF
- Damage increased from 1% to 2%.
- Base knockback increased from 7.0 to 8.0.
- Knockback scaling increased from 0.05 to 0.065.
Forward Throw
BUFF
- Throw:
- Damage increased from 11% to 14%.
- Base knockback increased from 6.0 to 8.0.
- Knockback scaling increased from 0.10 to 0.12.
- Collateral Hitbox:
- Damage increased from 11% to 12%.
- Base knockback increased from 5.0 to 7.0.
- Knockback scaling increased from 0.06 to 0.10.
Back Throw
BUFF
- Knockback scaling increased from 0.13 to 0.18.
Up Throw
BUFF
- Throw:
- Knockback scaling increased from 0.06 to 0.09.
- Collateral Hitbox:
- Damage increased from 3% to 7%.
- Knockback scaling increased from 0.03 to 0.06.
Down Throw
BUFF
- Damage increased from 3% to 8%.
- Knockback scaling increased from 0.13 to 0.18.
Ultra: Robo-Gulp
REWORK
- Laser:
- Damage increased from 5% to 8%.
- Fire Dragon:
- Hit 2:
- Base knockback increased from 7.0 to 8.0.
- Knockback scaling increased from 0.20 to 0.22.
- Energy Ball:
- Ground Hit:
- Damage increased from 0% to 1%.
- Air Hit:
- Damage increased from 1% to 2%.
v1.1 (August 2nd, 2022)
Defense Multiplier
BUFF
Size
REWORK
Jab
BUFF
- Sweetspot:
- Knockback scaling increased from 0.05 to 0.09.
- Sourspot:
- Damage increased from 4% to 6%.
- Knockback scaling increased from 0.02 to 0.06.
Forward Tilt
BUFF
- Base knockback increased from 5.0 to 8.0.
- Knockback scaling __creased from 0.06 to 0.11.
Up Tilt
BUFF
- Startup decreased from 10f to 9f.
- Active time increased from 10f to 11f.
- Early Sweetspot:
- Knockback scaling increased from 0.06 to 0.12.
- Early Sourspot:
- Damage increased from 7% to 9%.
- Head:
- Damage increased from 3% to 5%.
- Knockback scaling increased from 0.02 to 0.05.
Down Tilt
REWORK
- Head Hitbox:
- Base knockback decreased from 6.0 to 4.0.
- Knockback scaling increased from 0.03 to 0.09.
- Shockwave Hitbox:
- Damage increased from 1% to 2%.
- Hitbox Size:
Dash Attack
BUFF
- Hit 2:
- Damage increased from 10% to 13%.
- Base knockback increased from 6.0 to 9.0.
- Knockback scaling increased from 0.09 to 0.12.
Side Strong
BUFF
- Sweetspot:
- Damage increased from 13% to 16%.
- Knockback scaling increased from 0.105 to 0.20.
Up Strong
BUFF
- Sweetspot:
- Base knockback increased from 6.0 to 8.0.
- Sourspot:
- Damage increased from 7% to 9%.
- Knockback scaling increased from 0.05 to 0.10.
Down Strong
REWORK
- Landing Hit:
- Base knockback decreased from 8.0 to 5.0.
- Knockback scaling increased from 0.08 to 0.22.
Neutral Air
BUFF
- Damage increased from 2% to 4%.
- Hitbox Size:
Forward Air
BUFF
- Damage increased from 4% to 7%.
- Knockback scaling increased from 0.10 to 0.19.
Up Air
BUFF
- Knockback scaling increased from 0.06 to 0.11.
Neutral Special: Energy Shots
BUFF
- Projectile:
- Shockwave Sweetspot:
- Knockback scaling increased from 0.07 to 0.13.
Side Special: Rocket Spit
REWORK
- Projectile:
- Base knockback increased from 6.0 to 11.0.
- Knockback scaling increased from 0.17 to 0.13.
Down Special: Toxic Barrel / Bomb
REWORK
- Toxic Barrel:
- Projectile:
- Knockback scaling increased from 0.008 to 0.04.
- Bomb:
- Sweetspot:
- Knockback scaling increased from 0.20 to 0.30.
- Sourspot:
- Damage increased from 18% to 20%.
- Knockback scaling increased from 0.15 to 0.21.
Earthquake
BUFF
- Base knockback increased from 6.0 to 7.0.
- Knockback scaling increased from 0.029 to 0.05.
Back Throw
BUFF
- Knockback scaling __creased from 0.07 to 0.13.
Ultra: Robo-Gulp
REWORK
- Fire Dragon:
- Hit 2:
- Knockback scaling increased from 0.15 to 0.20.
- Energy Ball:
- Air Hit:
- Damage increased from 0% to 1%.
- Shockwave Sweetspot:
- Knockback scaling increased from 0.07 to 0.13.
- Added 0.8s of extra hitstun.
v1.0 (May 28th, 2022)
Concept Art
Body Concepts