Smack Studio / Gulp

Bread
on
Fire
(they/them)
Template
Overview
Hardened Scales
Earthquake
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
Energy Shots
Item Eat
Item Spit
Barrel
Bomb
Rocket
Jet Cannon
Earthquake
Grabs / Throws
Grab
Forward Throw
Back Throw
Up Throw
Down Throw
Dodges
Forward Dodge
Back Dodge
Spot Dodge
Air Dodge
Ultra
Robo-Gulp
Other Things
Taunt
Alternate Colors
Update History
v2.0
v1.2
v1.1
v1.0
Concept Art



- Smack Studio: Gulp -
GULP


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


3.5

1.85

30

4.7

17.0

3.5

25.0

2.0

2.5

14.0

1

OVERVIEW

[Character overview]

 Template is a [character mini-overview].

PROS   /   CONS
  • Pro 1: A benefit.
  • Pro 2: A benefit.
  • Pro 3: A benefit.
  • Pro 4: A benefit.
  • Pro 5: A benefit.
  • Con 1: A problem.
  • Con 2: A problem.
  • Con 3: A problem.
  • Con 4: A problem.
  • Con 5: A problem.
Unique Mechanic: Hardened Scales
[Armor Description] [Decreases from two hits (0% - 100%) to one hit (101% - 200%) to no armor (201%+)]
Unique Mechanic: Earthquake
[Quake Description]
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
[AttackCaption]
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
8%
3.0
0.05
 80
6
4
6
Jump (On Hit)
Jab:
 Total: 16
  - Jump cancellable on hit.

[Description Goes Here]
Forward Tilt
[AttackCaption]
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
12%
8.0
0.12
 45
9
4
10
-
Forward Tilt:
 Total: 23
  - Note.

[Description Goes Here]
Up Tilt
[AttackCaption]
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
11%
10.0
0.06
 95
6
6
11
-
Up Tilt:
 Total: 23
  - Note.

[Description Goes Here]
Down Tilt
[AttackCaption]
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
2%
4.0
0.04
 35
3
3
9
Jab, Down Tilt
Down Tilt:
 Total: 15
  - Cancels into Jab or Down Tilt on hit.
  - One of Gulp's only attacks to not have Hardened Scales armor.

[Description Goes Here]
Dash Attack
[AttackCaption]
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
3%, 18%
11.0, 9.0
0.00, 0.18
 -90,
 40,
14
Until Landing (1) 5
10
-
Dash Attack:
 Total: 31
  - Upwards velocity on 1~14F.
  - Downwards velocity on 15F~Landing.

[Description Goes Here] note that it can be a decent edge guard when used right
- Strong Attacks -
Side Strong
[AttackCaption]
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
18%
8.0
0.19
 40
13 + Charge + 3
13
14
-
Forward Strong:
 Total: 43
  - Forward velocity on 17~34F.
  - Distance increases when charged.
[Description Goes Here]
Up Strong
[AttackCaption]
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
16%
10.0
0.17
 -90
7 + Charge + 1
9
13
-
Up Strong:
 Total: 30
  - Note

[Description Goes Here]
Down Strong
[AttackCaption]
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
20%
9.0
0.10
 40
15 + Charge + 5
8
19
-
Down Strong:
 Total: 47
  - Earthquake spawns on frame 27.


[Description Goes Here]
- Aerial Attacks -
Neutral Air
[AttackCaption]
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
7% [4%]
7.0 [5.0]
0.10 [0.02]
 50
6
10
7
-
[ ] Values represent the sourspot
Neutral Air:
 Total: 23
  - Note.

[Description Goes Here]
Forward Air
[AttackCaption]
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
11%
8.0
0.165
 40
8
6
10
-
Forward Air:
 Total: 24
  - Note.

[Description Goes Here]
Back Air
[AttackCaption]
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
14%
6.0
0.18
 135
8
5
12
-
Back Air:
 Total: 25
  - Note.

[Description Goes Here]
Up Air
[AttackCaption]
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
15%
7.0
0.175
 80
13
6
14
-
Up Air:
 Total: 33
 - Note.

[Description Goes Here]
Down Air
[AttackCaption]
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
17% [14%]
8.0 [7.0]
0.19 [0.14]
 -90 [
 50]
21
9
12
-
[ ] Values represent the sourspot
Down Air:
 Total: 42
  - On hit, has upward velocity on 22~41.

[Description Goes Here]
- Special Attacks -
Neutral Special : Energy Shots
[AttackCaption]
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
-
-
-
-
54
P
55
-
Energy Shots
8%, 3% [15%]
8.0 {6.0}, 5.0 [7.0]
0.03, 0.03 [0.13]
 -90 {
 45},
 0
-
Until Landing, (1) 41
-
-
[ ] Values represent the sweetspot
{ } Values represent hitting an opponent in the air
Neutral Special:
 Total: 109
Energy Shot:
 Total: 43
  - Can be canceled into another energy shot on 78~79F.
  - Shockwaves can only hit grounded opponents.

[Description Goes Here]
Down Special : Item Eat
[AttackCaption]
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
[DamageValue
[BKBValue]
[KBSValue]
 0
[StartupValue]
[ActiveValue]
[EndlagValue]
[CancelsValue]
[ ] Values represent the sweetspot
Attack Name (If there are multiple):
 Total: 8
  - Note.

[Description Goes Here]
Side Special : Item Spit
[AttackCaption]
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
[DamageValue
[BKBValue]
[KBSValue]
 0
[StartupValue]
[ActiveValue]
[EndlagValue]
[CancelsValue]
[ ] Values represent the sweetspot
Attack Name (If there are multiple):
 Total: 8
  - Note.

[Description Goes Here]
Up Special : Jet Cannon
[AttackCaption]
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.
Jet Cannon
-
-
-
-
3
-
37 + Until Landing + 24
[CancelsValue]
Jet Cannon:
 Total: 64
  - Upward velocity on 4~40F.

[Description Goes Here]
Earthquake
Oops! All hitbox!
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.
Earthquake
2%
8.0
0.065
 90
-
1
-
-
Earthquake:
 Total: 1
  - Unblockable.

[Description Goes Here]
- Grabs / Throws -
Grab
[AttackCaption]
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]
8
5
17
-
Grab:
 Total: 30
  - Note.

[Description Goes Here]
Forward Throw
[AttackCaption]
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
26%
7.0
0.10
 40
16
1, T, 2
7
-
Forward Throw:
 Total: 26
  - Note.

[Description Goes Here]
Back Throw
[AttackCaption]
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
6%
12.0
0.18
 150
20
T
9
-
Back Throw:
 Total: 29
  - Note.

[Description Goes Here]
Up Throw
[AttackCaption]
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%
9.0
0.09
 45
20
4
15
-
Up Throw:
 Total: 39
  - Note.

[Description Goes Here]
Down Throw
[AttackCaption]
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
8%
9.0
0.06
 70
13
T
10
-
Down Throw:
 Total: 23
  - Note.

[Description Goes Here]
- Dodges -
Forward Dodge
[AttackCaption]
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
-
-
-
-
-
-
32
-
Forward Dodge:
 Total: 32
  - Forward velocity on 3~17F.
  - Unlike other forward dodges, does not flip Gulp's direction.
[Description Goes Here]
Back Dodge
[AttackCaption]
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 Dodge
-
-
-
-
-
-
32
-
Back Dodge:
 Total: 32
  - Backward velocity on 3~17F.

[Description Goes Here]
Spot Dodge
[AttackCaption]
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.
Spot Dodge
-
-
-
 0
-
-
16
-
Spot Dodge:
 Total: 16
  - Note.

[Description Goes Here]
Air Dodge
[AttackCaption]
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.
Air Dodge
-
-
-
 0
-
-
20
-
Air Dodge:
 Total: 20
  - Directional velocity on 1~20F.

[Description Goes Here]
- Ultra -
Ultra : [UltraName]
[AttackCaption]
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.
Ultra
yeah no
yeah no
yeah no
 yeah no
yeah no
yeah no
yeah no
yeah no
[ ] Values represent the sweetspot
Attack Name (If there are multiple):
 Total: 8
  - Note.

[Description Goes Here]
- Other Things -
Taunt
[AttackCaption]
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
[DamageValue
[BKBValue]
[KBSValue]
 0
[StartupValue]
[ActiveValue]
[EndlagValue]
[CancelsValue]
[ ] Values represent the sweetspot
Attack Name (If there are multiple):
 Total: 8
  - Note.

[Description Goes Here]
Alternate Colors
Color 01 Default. Created by ________.
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
v2.0 (May __-, 2024)
TO-DOVISUAL
  • All attacks
  • Gimmicks

AnimationsVISUAL
  • New ______ animation.
  • 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.

HurtboxBUFF
  • Hurtbox is now shaped to Gulp's body, rather than being a large box surrounding him.

Walk SpeedBUFF
  • Increased speed by
    85%Increased from 1.0 to 1.85.
    .

Run SpeedBUFF
  • Increased speed by
    17.5%Increased from 4.0 to 4.7.
    .

Air SpeedBUFF
  • Increased speed by
    16.6%Increased from 3.0 to 3.5.
    .

Jump SpeedNERF
  • Decreased speed by
    6.66%Decreased from 15 to 14.
    .

Defense MultiplierNERF
  • Decreased multiplier by
    7.89%Decreased from 3.8 to 3.5.
    .

Hardened ScalesNEW MECHANIC
  • Nearly all of Gulp's attack now have a window of super armor.
  • Armor lasts for two hits below 100%, one hit below 200%, and no hits beyond that.

JabREWORK
  • 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.

Forward TiltREWORK
  • 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%.
  • Knockback scaling decreased from 0.16 to 0.12.
  • Launch angle changed from
     40 to
     45.
  • Hitbox Size:
    • Decreased horizontal size by
      14.3%Decreased from 7.0 to 6.0.
      .
    • Decreased vertical size by
      13.8%Decreased from 4.4 to 3.8.
      .

Up TiltREWORK
  • 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 TiltNEW MOVE
  • The shockwave ground hit has been replaced with a quick cancelable head poke.

Dash AttackREWORK
  • 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 increased from 17% to 18%.
    • Knockback scaling decreased from 0.19 to 0.18.
    • Launch angle changed from
       30 to
       40.

Side StrongREWORK
  • 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.
  • Knockback scaling decreased from 0.22 to 0.19.
  • Launch angle changed from
     36 to
     40.
  • Hitbox Size:
    • Decreased horizontal size by
      41.1%Decreased from 7.8 to 4.6.
      .
    • Decreased vertical size by
      37.5%Decreased from 8.0 to 5.0.
      .

Up StrongREWORK
  • Startup decreased from 9f to 8f.
  • Active time changed from 2 (1) 11 [14f] to 9f.
  • Endlag increased from 12f to 13f.
  • Charge frame moved from frame 8 to frame 7.
  • Added Hardened Scales armor from 11~22F.
  • Removed sourspot.
  • Removed ground launcher.
  • Damage increased from 14% to 16%.
  • Base knockback increased from 8.0 to 10.0.
  • Knockback scaling decreased from 0.20 to 0.17.
  • Launch angle changed from
     95 to
     90.
  • Hitbox Size:
    • Decreased horizontal size by
      17.4%Decreased from 12.1 to 10.0.
      .
    • Increased vertical size by
      5.0%Increased from 4.0 to 4.2.
      .

Down StrongNEW MOVE
  • The leaping ground slam has been replaced with a body slam.

Neutral AirREWORK
  • Startup increased from 4f to 6f.
  • Active time increased from 4f to 10f.
  • Endlag decreased from 17f to 7f.
  • 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:
      • Decreased horizontal size by
        10.6%Decreased from 15.0 to 13.4.
        .

Forward AirNEW MOVE
  • The head spike has been replaced with a cannon tip stab.

Back AirNEW MOVE
  • The tail swipe has been replaced with a backwards kick.

Up AirNEW MOVE
  • The bite (forward tilt copy) has been replaced with a large horn swipe.

Down AirNEW MOVE
  • The leg flurry has been replaced with a very slow cannon swing.

EarthquakeNERF
  • Damage decreased from 2% to 0%.

v1.2 (November 10th, 2022)
JabBUFF
  • Endlag decreased from 9f to 5f.

Forward TiltBUFF
  • Damage increased from 11% to 14%.
  • Knockback scaling increased from 0.11 to 0.16.

Up TiltBUFF
  • 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 TiltBUFF
  • Head Hitbox:
    • Damage increased from 10% to 13%.
    • Base knockback increased from 4.0 to 5.0.

Dash AttackBUFF
  • Hit 2:
    • Damage increased from 13% to 17%.
    • Knockback scaling increased from 0.12 to 0.19.

Side StrongBUFF
  • Damage increased from 16% to 18%.
  • Knockback scaling increased from 0.20 to 0.22.

Up StrongBUFF
  • Sweetspot:
    • Damage increased from 13% to 14%.

Down StrongBUFF
  • Landing Hit:
    • Damage increased from 13% to 14%.

Neutral AirREWORK
  • 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 AirBUFF
  • Base knockback increased from 6.0 to 8.0.

Back AirREWORK
  • 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 AirREWORK
  • 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 ShotsBUFF
  • 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 SpitBUFF
  • 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 / BombREWORK
  • 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.

EarthquakeBUFF
  • 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 ThrowBUFF
  • 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 ThrowBUFF
  • Knockback scaling increased from 0.13 to 0.18.

Up ThrowBUFF
  • 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 ThrowBUFF
  • Damage increased from 3% to 8%.
  • Knockback scaling increased from 0.13 to 0.18.

Ultra: Robo-GulpREWORK
  • 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 MultiplierBUFF
  • Increased multiplier by
    8.57%Increased from 3.5 to 3.8.
    .

SizeREWORK
  • Decreased size by
    10%Decreased from 1.0 to 0.9.
    .

JabBUFF
  • 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 TiltBUFF
  • Base knockback increased from 5.0 to 8.0.
  • Knockback scaling __creased from 0.06 to 0.11.

Up TiltBUFF
  • 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 TiltREWORK
  • 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:
      • Increased horizontal size by
        15.94%Increased from 6.9 to 8.0.
        .

Dash AttackBUFF
  • 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 StrongBUFF
  • Sweetspot:
    • Damage increased from 13% to 16%.
    • Knockback scaling increased from 0.105 to 0.20.

Up StrongBUFF
  • 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 StrongREWORK
  • Landing Hit:
    • Base knockback decreased from 8.0 to 5.0.
    • Knockback scaling increased from 0.08 to 0.22.

Neutral AirBUFF
  • Damage increased from 2% to 4%.
  • Hitbox Size:
    • Increased horizontal size by
      37.61%Increased from 10.9 to 15.0.
      .
    • Increased vertical size by
      75%Increased from 4.0 to 7.0.
      .

Forward AirBUFF
  • Damage increased from 4% to 7%.
  • Knockback scaling increased from 0.10 to 0.19.

Up AirBUFF
  • Knockback scaling increased from 0.06 to 0.11.

Neutral Special: Energy ShotsBUFF
  • Projectile:
    • Shockwave Sweetspot:
      • Knockback scaling increased from 0.07 to 0.13.

Side Special: Rocket SpitREWORK
  • Projectile:
    • Base knockback increased from 6.0 to 11.0.
    • Knockback scaling increased from 0.17 to 0.13.

Down Special: Toxic Barrel / BombREWORK
  • 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.

EarthquakeBUFF
  • Base knockback increased from 6.0 to 7.0.
  • Knockback scaling increased from 0.029 to 0.05.

Back ThrowBUFF
  • Knockback scaling __creased from 0.07 to 0.13.

Ultra: Robo-GulpREWORK
  • 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)
Initial Release!
Concept Art
[ArtName]