Smack Studio / Kris

Kris
Overview
Tension Points
Assists
Frame Data Key
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
Graze
Pacify
Angel's Wings
Heal Prayer
Grabs / Throws
Grab
Forward Throw
Back Throw
Up Throw
Down Throw
Dodges
Forward Dodge
Back Dodge
Spot Dodge
Air Dodge
Ultra
The Bad Guy!
Other Things
Taunt
Alternate Colors
Update History
v2.1
v2.0
v1.2
v1.1
v1.0



- Smack Studio: Kris -
KRIS


1.4

3.5

50

6.0

25.0

3.5

20.0

2.0

1.0

10.0

1

Z_BOF_Kris

OVERVIEW

Kris is a unique resource based character who fights using their assists and Tension Meter.

Assists are the main feature of Kris' moveset. Rather than traditional strongs or specials, Kris summons in Susie or Ralsei to attack. Kris goes through minimal lag, but the assists themselves are quite slow. These assists allow for excellent combos and traps, controlling the stage like no one else.

Kris has notably high damage output, especially when using assist combos. Even the simplest of combos do around 30%, and different routes can be used to do even more. The main combo Kris has is using dash attack to launch into forward strong assist, then jumping up for a forward air.

Assists do not come without a cost. The Tension Meter determines how much Kris can use these assists, essentially acting as a currency to buy assists with. The meter can hold up to 100 TP, and it can be gained in many ways. Please see Tension Meter for more information.

Kris' main struggles come from the downsides that assists bring. They are slower than more traditional moves, requiring either trapping or combos to connect with them successfully. It also means that Kris completely loses access to many moves when low on TP, requiring good meter management to do well.

 Kris is a high damage combo character that fights using unique assists and meter management.

PROS   /   CONS
  • Combos / Damage: Kris' combos, especially including assists, are great and do high damage, while being relatively simple to execute.
  • Screen Control: The ability to call down assists to attack allows Kris to cover the stage in hitboxes and make it difficult for the opponent to contest thier approach.
  • Defense: Kris gets a lot off of good defense, gaining tension with every dodge and shield. They also have Graze, a frame 1 parry, allowing them to get out of bad situations easily with good timing.
  • Unconventional: Kris lacks traditional strongs and specials, giving them a slight learning curve compared to other characters.
  • Meter: Mismanaging Kris' meter leads to them being weaker in many aspects, especially when losing access to Angel's Wings.
  • Punishes: Due to lacking a conventional ultra or strong attacks, Kris can have a difficult time getting strong, meaningful punishes.
  • Speed: Despite having very fast framedata themself, Kris' assists have long startup, making them somewhat harder to use.
Unique Mechanic: Tension Points
The Tension Meter is Kris' unique resource. A large amount of their attacks rely on it to be used, and there are many ways to get it. Tension is stored in a meter that can hold up to 100 Tension Points. Kris starts each life with 20 TP.

Tension can be gained by:
Action
TP
Hitting an opponent
2 TP
Shielding an attack
3 TP
Spot dodging an attack
4 TP
Directional dodging an attack
5 TP
Parrying an attack
6 TP
Successfully using Graze
15 TP

Tension can be spent by:
Action
TP
Using strong attacks
5 TP
Using Pacify
10 TP
Using Angel's Wings
20 TP
Using Heal Prayer
30 TP
Using The Bad Guy!
30 TP

If Kris does not have the required TP, the attack will fail and no tension will be used. This excludes The Bad Guy!, which instead activates a less powerful version and still consumes TP.
Unique Mechanic: Assists
Kris' strong attacks, special attacks, and ultra all call in an extra character to do an attack. Kris themself goes through very little lag for these attacks, but the attacks themselves are quite slow. Only one attack per character can be used, otherwise they fail and do nothing. All of them also cost TP, and will fail without it (with the exception of The Bad Guy!.

Assist attacks are:
Action
Character
TP
Forward Strong
Susie
5 TP
Up Strong
Susie
5 TP
Down Strong
Susie
5 TP
Pacify
Ralsei
10 TP
Angel's Wings
Ralsei
20 TP
Heal Prayer
Ralsei
30 TP
The Bad Guy!
Lancer
30 TP


Assists allow Kris to have significantly more screen presense than other characters, with multiple actions and attacks going on at once. It also contributes to Kris' excellent combos, as they can sent opponents flying into the attacks of assists with the right timing, then combo them out of that attack.

With the exception of Angel's Wings, Heal Prayer, and The Bad Guy!, assists can be parried or reflected, putting them into a 41f stun animation and refunding 15 TP. Ideally they would simply not be reflectable at all, but that is not possible in the current version outside of ultras like The Bad Guy!
Frame Data Grid Key
Frame Data Bar Key

- Normal Attacks -
Jab
Trust me, this tiny hitbox is for the best... How else will you hit this?
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Jab
4%
7.0 [5.0]
0.04 [0.01]
 45 [
 60]
2
2 (2) 5
6
-
Jump (Hit 1 Only)
[ ] Values represent the heart hitbox
Jab:
 Total: 17
  - Heart hitbox stuns for 10f.

Interesting jab with two distinct hits. The early hit (Kris' hand) is jump cancelable, and leads into forward air at early %s. It does some knockback, but not enough to kill. The late hit (the hearts) stuns the opponent, always leading to combos after a very quick dash. Generally the second hit is better, though it can be harder to space for.
Forward Tilt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Tilt
7%
7.0
0.10
 45
6
4
11
-
-
Forward Tilt:
 Total: 21
  - Forward velocity on 7~14F.

Fairly standard forward tilt with lower range and decent knockback. Kris gets good useage out of it, though they have a few attacks that often outshine its strengths.
Up Tilt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Tilt
6%
8.0
0.07
 90
6
5
10
-
-
Up Tilt:
 Total: 21
The easiest way for Kris to get opponents into the air. Shares similar coverage to forward tilt, though notably without the forward movement. Generally pretty useful in combos, but a mediocre anti-air.
Down Tilt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Tilt
[5%] 4%
[9.0] 6.0
[0.04] 0.02
[
 50]
 70
5
10
7
-
-
[ ] Values represent the sweetspot Down Tilt:
 Total: 22
  - Forward velocity on 6~17F.
  - Sweetspot stuns for 10f.

A low-profile sliding sword poke that reaches quite far. The sweetspot has very good use in combos, as it launches the opponent straight into Kris. The weak hit isn't the best, but still has use as a very long range attack.
Dash Attack
THE combo tool
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Dash Attack
11%
8.0
0.12
 145
5
6
16
-
-
Dash Attack:
 Total: 28
  - Forward velocity on 1~18F.

A massive sword slash that is one of Kris' best moves. It does high damage, has great kill power, and is the centerpiece of their combos. Its only downside is its poor recovery, making it quite bad on shield / whiff. Generally, the best strategy is to call down a Susie assist, run forward and use dash attack, then follow up with an aerial. These combos tend to do high damage while still being relatively simple.
- Strong Attacks (Susie Attacks) -
Side Strong
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Strong
-
-
-
-
3
P
2
-
-
Susie
4%, 11%
7.0, 8.0
0.00, 0.11
 35,
 40
19
4 (7) 4
31
-
-
Kris:
 Total: 5
Susie:
 Total: 65
  - For information on how assist attacks generally work, please see Assists.
  - Costs 5 TP.

A two hit axe swipe with high damage and knockback. This is generally Susie's most useful assist; it has a large hitbox, is decently fast, and launches at a perfect angle for followups. Generally only the second hit will connect in combos since it takes longer to come out, but most of the damage is backloaded into it anyway so it usually doesn't matter.
Up Strong

Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Strong
-
-
-
-
3
P
2
-
-
Susie
2% x5, 6%
6.0, 1.0 x4, 8.0
0.00 x5, 0.10
 35,
 90 x5,
18
2 (2) 3 (1) 3 (1) 3 (1) 3 (3) 4
26
-
-
Kris:
 Total: 5
Susie:
 Total: 70
  - For information on how assist attacks generally work, please see Assists.
  - Costs 5 TP.

Highly active flaming axe that does high damage and has good kill power. Its high active time means that it has much more flexible timing for comboing into it, though it has a smaller hitbox. It also tends to lead to worse rewards when directly comboed into than other options. It is however quite good as a starter, where Kris can then jump up to follow the opponent into the sky, especially with Angel's Wings active.
Down Strong
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Strong
-
-
-
-
3
P
2
-
-
Susie
18%
7.0
0.09
 55
33
7
34
-
-
Kris:
 Total: 5
Susie:
 Total: 74
  - For information on how assist attacks generally work, please see Assists.
  - Costs 5 TP.

A very slow axe swing that does very high damage but mediocre knockback. This is generally the most situational of Susie's attacks, but it still has its uses. It can be comboed into like the others, leading to very high damage but generally worse positional advantage. It is also the least active of Susie's attacks, making it harder to catch opponents with. This is somewhat made up for by its very large hitbox.
- Aerial Attacks -
Neutral Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Neutral Air
4%
6.0
0.03
 50
5
5
14
7
-
Neutral Air:
 Total: 24
A quick sword slash that covers the majority of the area around Kris. Excellent for combos, though a bit slower than similar moves on other characters.
Forward Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Air
7%
8.0
0.09
 50
8
4
14
11
-
Forward Air:
 Total: 26
Forward air is incredibly similar to forward tilt, but a small bit weaker and slightly slower. This is generally made up for by the increased range gained from forward momentum in the air.
Back Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Air
8%
6.0
0.10
 -150
9
5
15
10
-
Back Air:
 Total: 29
Devestating spike with a criminal angle, sending opponents away from the stage downwards. The only downsides are the somewhat slow startup, need to be facing away from the opponent, and an odd hitbox. Also has use as a combo tool onstage.
Up Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Air
7%
8.0
0.09
 75
7
5
17
10
-
Up Air:
 Total: 29
  - Upwards velocity on 8~15F.

A massive sword slash that pops Kris into the air a bit. Its a pretty good tool for killing off the top, and is Kris' most reliable anti-air due to up tilt's poor vertical range. It also has some minor use with recovery.
Down Air
Extends infinitely... (I didn't want to make the picture too high.)
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Air
5%
7.0
0.09
 65
20
Until Landing
-
*
-
Landing
[10%] 5%
[10.0] 9.0
[0.10] 0.03
 90
2
12
16
-
-
[ ] Values represent the sweetspot
Down Air:
 Total: 24
Landing:
 Total: 30
  - Upward velocity on 2~20F.
  - Downward velocity on 21~Until Landing.
  - Repeats frames 21-24 until landing.
  - Second hit gives no tension.

An incredibly slow stall-and-fall sword spin into a massive beam of light. Despite its appearance, the sword spin only hits once. It generally still combos into the light beam, but usually the weak hit. The light beam has infinite vertical range, though is significantly weaker when not near Kris. The sweetspot can be a decent kill option, but takes a whille to actually hit outside of combos with assists.
- Special Attacks -
Neutral Special : Graze
Bigger hurtbox!
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Graze
-
-
-
-
-
4
10
~
Dodge (On Catch)
Graze
-
-
-
-
-
-
12
~
-
Graze:
 Total: 14
Dodge:
 Total: 12
  - Dodge has directional velocity on 4~9F.
  - Gives 15 TP on successful counter.

The only non-assist special Kris has. Graze is by far the most rewarding way to get Tension, but is also one of the riskiest. On a successful counter, Kris dodges out of the way with some invincibility and a good amount of speed. Generally Graze is best used against projectiles or slow, predictable attacks, but it can be used against faster attacks with good timing.
Side Special : Pacify
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Pacify
-
-
-
-
3
P
2
~
-
Ralsei
0%
6.0
0.01
 60
24
10
25
-
-
[ ] Values represent the sourspot
Kris:
 Total: 5
Ralsei:
 Total: 59
  - For information on how assist attacks generally work, please see Assists.
  - Costs 10 TP.
  - Stuns opponent for 0.75 seconds.
  - Unblockable.

The only attack that Ralsei has. It has interesting properties compared to Susie's attacks, as it can be used in the air, beats shields, and stuns for easy followups. However, it also costs a bit more and deals no damage.
Up Special : Angel's Wings
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Angel's Wings
-
-
-
-
3
P
2
~
-
Ralsei
0%
6.0
0.01
 60
16
-
38
-
-
[ ] Values represent the sourspot
Kris:
 Total: 5
Ralsei:
 Total: 54
  - For information on how assist attacks generally work, please see Assists.
  - Small upwards velocity on first air use.
  - Costs 20 TP.
  - Wings last for 3 seconds.
  - While wings are active:
      - Gravity is disabled.
      - Can fly in any direction while airborne, regardless of current action.
      - Can still do attacks as normal.
      - Jumping has no effect. When done on the ground, simply puts Kris airborne without any movement.
      - Grounded attacks can all be "jump canceled" by pressing jump, while allows for flight during the recovery frames.
  - Wings are deactivated when grabbing ledge, getting knocked down, or taunting.

Unique recovery tool that temporarily gives Kris free moving flight. It has major upsides and downsides; while it has incredible distance and safety, it also costs a lot and becomes unavailible with poor planning. It also has a lot of uses in combos, as it gives Kris the ability to move during attacks and do otherwise impossible combos.
Down Special : Heal Prayer
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Heal Prayer
-
-
-
-
47
-
37
~
-
Heal Prayer:
 Total: 84
  - For information on how assist attacks generally work, please see Assists.
  - Costs 30 TP.
  - Heals Kris for 16%.

Very helpful but very expensive tool. It has very long startup, but Kris doesn't have to go through any of it. It does, however, effectively disable Pacify and Angel's Wings for two seconds. Useful for surviving but it is also best not to spend all the tension on it.
- Grabs / Throws -
Grab
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Grab
[GRAB]
[GRAB]
[GRAB]
[GRAB]
4
4
13
-
-
Grab:
 Total: 21
Average speed grab with poor range. Useful when used with assists, either by throwing the opponent into an attack or by just holding them in place waiting for the attack to start. Kris' throws are all very fast, combo-friendly, and often usable for chaingrabs.
Forward Throw
This is just jab again...
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Throw
4%
8.5
0.05
 35
7
T
12
-
-
Forward Throw:
 Total: 19
The highest knockback throw Kris has. Generally poor for combos but gets the opponent away from Kris.
Back Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Throw
4%
8.0
0.03
 140
11
T
8
-
-
Back Throw:
 Total: 19
  - Leaves Kris facing the opposite direction.

Has similar uses to dash attack in a combo, though with a lot less damage and knockback. Very combo-friendly in general, especially into something quick like down tilt or dash attack.
Up Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Throw
4%
7.5
0.04
 80
11
T
11
-
-
Up Throw:
 Total: 22
Excellent juggle tool. Leads into up tilt early on, and leads into jab's sweetspot at lower percents.
Down Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Throw
3%
10.0
0.02
 -90
12
T
3
-
-
Down Throw:
 Total: 15
Knocks down the opponent to allow for very easy followups. When close to the ledge, instead acts as a weak spike.
- Dodges -
Forward Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Dodge
-
-
-
-
-
-
22
-
-
Forward Dodge:
 Total: 22
  - Forward velocity on 1~22F.
  - Gives 5 TP on successful dodge.

Slower than average dodge that goes extra distance. Also has use as a way to gain tension, though it can be risky.
Back Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Dodge
-
-
-
-
-
-
22
-
-
Back Dodge:
 Total: 22
  - Backwards velocity on 1~22F.
  - Gives 5 TP on successful dodge.

Slower than average dodge that goes extra distance. Also has use as a way to gain tension, though it can be risky.
Spot Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Spot Dodge
-
-
-
-
-
-
18
-
-
Spot Dodge:
 Total: 18
  - Gives 4 TP on successful dodge.

Somewhat useful way to gain tension, and slightly less risky than directional dodges.
Air Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Air Dodge
-
-
-
-
-
-
22
-
-
Air Dodge:
 Total: 22
  - Directional velocity on 1~20F.
  - Gives 5 TP on successful dodge.

A bit slower than other airdodges but can give tension. Also important for Kris' recovery, since Angel's Wings can be expensive and unreliable at times.
- Ultra -
Ultra : The Bad Guy!
...he's fine
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
The Bad Guy!
-
-
-
-
3 + Superflash
P
7
~
-
>= 30% TP
1% x7, 15%
10.0 x8
0.00 x7, 0.10
 1 x7,
 76
-
2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (3) 7
-
-
-
< 30% TP
1% x2, 10%
10.0 x2, 9.0
0.00 x2, 0.08
 1 x2,
 76
-
2 (2) 2 (3) 7
-
-
-
Kris:
 Total: 10
Lancer (>= 30% TP):
 Total: 32
Lancer (< 30% TP):
 Total: 16
  - For information on how assist attacks generally work, please see Assists.
  - Costs 30 TP.
  - Uniquely still summons Lancer when below 30 TP, but summons a weaker version.

Lancer appears, and rides forward on his bike before exploding. Works as an interesting combo ender / extender. When used below the required TP, it does less damage and knockback, but also has a bit better useage as a combo tool. Having enough makes it have significantly more range, good kill power, and good damage. Generally the full TP version is much better, but there are a few situations where it is a bit better.
- Other Things -
Taunt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Taunt
-
-
-
-
-
-
Until Released
-
-
Taunt:
 Total: 1
  - Ends as soon as Taunt is released.
  - Random pose with each use.
  - Removes Angel's Wings and refunds 10 TP.

Unique taunt as it has essentially no recovery. It randomly chooses one of 4 poses, which all have no function. Also removes / refunds Angel's Wings, which can be useful if it was wasted.
Alternate Colors
Color 01 Default. Created by Toby Fox.
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
v2.1 (November 26th, 2024)
Overview
  • This is part of a roster-wide change in how landing lag works due to a shift in my perspective.

AnimationsBUG FIX
  • Fixed wings appearing during air idle.

Neutral AirNERF
  • Now has 7f of landing lag when landing within a specific window.

Back AirNERF
  • Now has 10f of landing lag when landing within a specific window.

Up AirNERF
  • Now has 10f of landing lag when landing within a specific window.

v2.0 (October 31st, 2024)
Overview
  • It's the 6th anniversary of Deltarune!!

    The goal of this rework was to replace some of Kris' more awkward attacks and to add in some mechanics from Deltarune. The main addition is of course the assists, due to how strange all of Kris' strongs and specials used to look and feel. Having Kris just stand and do nothing felt awkward, so now they can act while the others attack. To balance this, I also added the TP meter, which I originally wanted in the original version. It directly emulates the TP meter from Deltarune, though with a few numbers changed around. I also added Graze, Deltarune's main way of getting TP, reworked as a quick counter that does no damage. I also wanted to make Kris use their sword much more, as attacks without it often looked weird. I have gotten significantly better at doing sword trails, so now I am able to do things other than Kris's single sword swipe from the game.

AnimationsVISUAL
  • New run animation.
  • New jump animation.
  • New crouching animation.
  • Added taunt.

HurtboxBUFF
  • Decreased horizontal size by
    10.3%Decreased from 2.9 to 2.6.
    .

Landing LagBUFF
  • Decreased from 11f to 6f.

Walk AccelerationNERF
  • Decreased acceleration by
    50.0%Increased from 100.0 to 50.0.
    .

Air AccelerationNERF
  • Decreased acceleration by
    20.0%Increased from 25.0 to 20.0.
    .

Gravity MultiplierREWORK
  • Increased multiplier by
    11.1%Increased from 0.9 to 1.0.
    .

Jump SpeedREWORK
  • Increased speed by
    11.1%Increased from 9.0 to 10.0.
    .

Defense MultiplierBUFF
  • Increased multiplier by
    3.44%Increased from 1.45 to 1.5.
    .

SizeREWORK
  • Increased size by
    7.69%Increased from 1.3 to 1.4.
    .

Tension PointsNEW MECHANIC
  • Tension Points are a unique resource shown on a bar floating next to Kris. TP can be spent to do assist attacks, and gained in many ways.

AssistsNEW MECHANIC
  • Strong attacks and special attacks (except the new Graze) are now nearly completely lagless for Kris. They have become "projectiles" that summon Susie / Ralsei to assist Kris, but can only be used if they aren't out already. If they are reflected or parried, they enter a short recoil animation and give Kris 15 TP / 20 TP respectively.

JabMAJOR REWORK
  • Still uses the act animation, but is now a spacing-based stun rahter than a high damage multihit.

Forward TiltREWORK
  • Active time decreased from 5f to 4f.
  • Removed sourspot.
  • Damage decreased from 8% to 7%.
  • Knockback scaling decreased from 0.11 to 0.10.
  • Launch angle changed from
     30 to
     45.
  • Added forward velocity on 7~14F.

Up TiltNEW MOVE
  • The small item create has been replaced with an upwards sword slash.

Down TiltREWORK
  • Startup increased from 3f to 5f.
  • Active time increased from 3f to 10f.
  • Endlag decreased from 9f to 7f.
  • Forward velocity moved from 7~14F to 6~17.
  • Movement speed increased by
    166.6%Increased from 6.0 to 16.0.
    .
  • Added sweetspot
  • Sweetspot:
    • Damage decreased from 7% to 5%.
    • Base knockback increased from 7.0 to 9.0.
    • Knockback scaling decreased from 0.05 to 0.04.
    • Launch angle changed from
       60 to
       50.
    • Extra hitstun
      addedIncreased from 0s to 0.15.
      .
  • Sourspot:
    • Damage decreased from 7% to 4%.
    • Base knockback decreased from 7.0 to 6.0.
    • Knockback scaling decreased from 0.05 to 0.02.
    • Launch angle changed from
       60 to
       70.

Dash AttackNEW MOVE
  • The small dashing slash has been replaced with large sword arc.

Forward StrongNEW MOVE/REWORK
  • Kris now only goes through 5F of lag.
  • The following frame data is listed as the projectile's changes from the original move.
  • Now costs 5TP.
  • Startup increased from 10f to 19f.
  • Active time increased from 3 (5 + Charge + 2) 4 [14f] to 4 (7) 4f.
  • Endlag increased from 15f to 31f.
  • Removed charge frame.
  • Hit 1:
    • Damage decreased from 5% to 4%.
    • Base knockback increased from 5.0 to 7.0.
    • Knockback scaling decreased from 0.01 to 0.00.
    • Launch angle changed from
       20 to
       35.
    • Hitbox Size:
      • Completely redone.
  • Hit 2:
    • Damage decreased from 12% to 11%.
    • Knockback scaling decreased from 0.13 to 0.11.
    • Launch angle changed from
       20 to
       40.
    • Hitbox Size:
      • Completely redone.

Up StrongNEW MOVE/REWORK
  • Kris now only goes through 5F of lag.
  • The following frame data is listed as the projectile's changes from the original move.
  • Now costs 5TP.
  • Startup increased from 5 + Charge + 3 [8f] to 18f.
  • Active time changed from 2 (2) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 6 [26f] to 2 (2) 3 (1) 3 (1) 3 (1) 3 (3) 4 [26f].
  • Endlag increased from 10f to 26f.
  • Removed charge frame.
  • Removed sourspot.
  • Hit 1:
    • Damage increased from 1% to 2%.
    • Base knockback increased from 4.0 to 6.0.
    • Launch angle changed from
       20 to
       35.
    • Hitbox Size:
      • Increased horizontal size by
        21.1%Increased from 3.8 to 4.6.
        .
  • Hits 2 - 5:
    • Hits reduced from 8 to 4.
    • Damage increased from 1% to 2%.
    • Launch angle changed from
       90 to
       -90.
  • Hit 6:
    • Base knockback decreased from 12.0 to 8.0.
    • Knockback scaling decreased from 0.12 to 0.10.

Down StrongNEW MOVE/REWORK
  • Kris now only goes through 5F of lag.
  • The following frame data is listed as the projectile's changes from the original move.
  • Now costs 5TP.
  • Startup increased from 10f to 33f.
  • Active time increased from 6f to 7f.
  • Endlag increased from 13f to 34f.
  • Removed charge frame.
  • Removed sourspot.
  • Base knockback increased from 6.0 to 7.0.
  • Knockback scaling decreased from 0.10 to 0.09.
  • Launch angle changed from
     45 to
     55.
  • Hitbox Size:
    • Completely redone.

Neutral AirNEW MOVE
  • The multihit has been replaced with a quick sword swipe.

Forward AirNERF
  • Startup decreased from 6f to 8f.
  • Active time decreased from 5f to 4f.
  • Endlag increased from 11f to 14f.
  • Now has additional landing lag when landing in a specific window.
  • Removed sourspot.
  • Damage decreased from 8% to 7%.
  • Base knockback increased from 7.0 to 8.0.
  • Knockback scaling decreased from 0.11 to 0.09.
  • Launch angle changed from
     30 to
     50.
  • Hitbox Size:
    • Decreased horizontal size by
      15.6%Decreased from 3.2 to 2.7.
      .
    • Decreased vertical size by
      4.0%Decreased from 5.0 to 4.8.
      .

Back AirNEW MOVE
  • The forward air clone has been replaced with a spiking sword swipe.

Up AirNEW MOVE
  • The teacup rise has been replaced with a rising sword swipe.

Down AirNEW MOVE
  • The quick spike has been replaced with a stall-and-fall sword spin into an eruption of light.

Neutral Special : GrazeNEW MOVE
  • Heal Prayer has been moved to down special, and has been replaced with a quick counter that gives TP.

Forward Special : PacifyNEW MOVE/REWORK
  • Kris now only goes through 5F of lag.
  • The following frame data is listed as the projectile's changes from the original move.
  • Removed cooldown
  • Now costs 10TP.
  • Startup increased from 18f to 24f.
  • Active time decreased from 12f to 10f.
  • Endlag increased from 8f to 25f.
  • Removed sourspot.
  • Damage decreased from 1% to 0%.
  • Base knockback increased from 5.0 to 6.0.
  • Knockback scaling increased from 0.00 to 0.01.
  • Launch angle changed from
     45 to
     60.
  • Extra hitstun decreased by
    46.4%Increased from 1.4s to 0.75s.
    .
  • Now unblockable.
  • Hitbox Size:
    • Decreased vertical size by
      12.5%Decreased from 4.0 to 3.5.
      .

Up Special : Angel's WingsNEW MOVE
  • The stool form has been replaced with a flight mode.

Down Special : Heal PrayerRELOCATED MOVE/REWORK
  • The defense buff has been replaced with Heal Prayer, the old Neutral Special.
  • Kris now only goes through 5F of lag.
  • The following frame data is listed as the projectile's changes from the original move.
  • Now costs 30TP.
  • Startup increased from 21f to 47f.
  • Endlag increased from 14f to 37f.
  • Heal increased from 4% to 16%

GrabREWORK
  • The move has recieved a new animation.
  • Startup decreased from 11f to 4f.
  • Endlag decreased from 15f to 13f.
  • Hitbox Size:
    • Decreased horizontal size by
      3.44%decreased from 2.9 to 2.8.
      .
    • Decreased vertical size by
      68.9%decreased from 5.8 to 1.8.
      .
    • Moved hitbox 2.9 "units" backwards, significantly reducing its effective range.

All ThrowsNEW MOVES
  • All throws have been replaced with low damage combo throws.

Forward DodgeREWORK
  • Now gives 5 TP when successfully avoiding an attack.
  • Endlag increased from 20f to 22f.
  • Invincible frames increased from 10f to 11f.
  • Movement frames changed from 1~15F to 1~21F.
  • Distanced traveled increased by
    11.8%Increased from 135 to 151.
    .

Back DodgeREWORK
  • Now gives 5 TP when successfully avoiding an attack.
  • Endlag increased from 20f to 22f.
  • Invincible frames increased from 10f to 11f.
  • Movement frames changed from 1~15F to 1~21F.
  • Distanced traveled increased by
    11.8%Increased from 135 to 151.
    .

Spot DodgeREWORK
  • Now gives 4 TP when successfully avoiding an attack.
  • Endlag increased from 16f to 18f.
  • Invincible frames decreased from 11f to 8f.h

Air DodgeREWORK
  • Now gives 5 TP when successfully avoiding an attack.
  • Endlag increased from 20f to 22f.

Ultra : The Bad Guy!NEW MOVE
  • The projectile barrage into an explosion has been replaced with an assist using Lancer.

LAPADDITION
  • Added LAP support using the tag "Z_BOF_Kris"

v1.2 (April 13th, 2023)
Ultra : Legion of Various GuysBUG FIX
  • Fixed projectiles no longer being randomized.
v1.1 (April 4th, 2023)
AnimationsVISUAL
  • Added entrance animation.
  • Added victory animation.

Walk SpeedBUFF
  • Increased speed by
    75.0%Increased from 2.0 to 3.5.
    .

Run SpeedBUFF
  • Increased speed by
    50.0%Increased from 4.0 to 6.0.
    .

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

Gravity MultiplierREWORK
  • Decreased multiplier by
    11.1%Increased from 0.9 to 0.8.
    .

Defense MultiplierREWORK
  • Decreased multiplier by
    11.5%Increased from 1.3 to 1.45.
    .

JabBUFF
  • Startup decreased from 10f to 4f.

Forward TiltREWORK
  • Startup decreased from 8f to 5f.
  • Active time decreased from 6f to 5f.
  • Endlag decreased from 16f to 11f.
  • Sweetspot:
    • Base knockback increased from 6.0 to 7.0.

Up TiltREWORK
  • Startup decreased from 14f to 7f.
  • Damage decreased from 8% to 7%.

Down TiltREWORK
  • Startup decreased from 6f to 3f.
  • Endlag increased from 9f to 10f.
  • Base knockback increased from 5.0 to 7.0.
  • Knockback scaling decreased from 0.08 to 0.05.

Dash AttackREWORK
  • Startup decreased from 12f to 7f.
  • Increased movement speed by
    20.0%Increased from 8.0 to 10.0.
    .
  • Damage decreased from 11% to 10%.
  • Base knockback decreased from 8.0 to 7.0.
  • Knockback scaling decreased from 0.07 to 0.06.

Side StrongBUFF
  • Startup decreased from 12f to 10f.
  • Active time decreased from 19f to 15f.
  • Base knockback increased from 5.0, 8.0 to 6.0, 10.0.
  • Added extra hitstun on first hit.

Up StrongREWORK
  • Startup decreased from 12f to 8f.
  • Endlag decreased from 12f to 10f.
  • Damage increased from 1% x9, 5% [3%] to 1% x9, 6% [3%].
  • Base knockback increased from 4.0, 1.0 x8, 8.0 [4.0] to 4.0, 1.0 x8, 12.0 [4.0].
  • Knockback scaling decreased from 0.00 x9, 0.14 [0.07] to 0.00 x9, 0.12 [0.07].

Down StrongBUFF
  • Startup decreased from 12f to 10f.
  • Endlag decreased from 15f to 13f.

Neutral AirREWORK
  • Startup decreased from 4f to 2f.
  • Active time increased from 12f to 5, 5, 5, 5 [20f].
  • Endlag increased from 4f to 8f.
  • Now a multihit.
  • Damage increased from 5% to 2% x4.
  • Base knockback decreased from 5.0 to 2.0 x4.

Forward AirREWORK
  • Startup decreased from 8f to 6f.
  • Active time decreased from 6f to 5f.
  • Endlag decreased from 16f to 11f.
  • Sweetspot:
    • Base knockback increased from 6.0 to 7.0.

Back AirBUFF
  • Endlag decreased from 16f to 10f.
  • Sweetspot:
    • Damage increased from 7% to 9%.
    • Base knockback increased from 6.0 to 9.0.
    • Knockback scaling increased from 0.13 to 0.14.
    • Launch angle changed from
       30 to
       25.

Up AirBUFF
  • Startup decreased from 5f to 3f.

Down AirREWORK
  • Startup decreased from 6f to 3f.
  • Active time changed from 6 (1) 12 [19f] to 4 (1) 14 [19f].
  • Endlag decreased from 9f to 6f.
  • Sweetspot:
    • Hitbox Size:
      • Decreased horizontal size by
        26.9%Decreased from 2.6 to 1.9.
        .
      • Decreased vertical size by
        29.6%Decreased from 2.7 to 1.9.
        .
  • Sourspot:
    • Damage increased from 4% to 6%.

Neutral Special : Heal PrayerBUFF
  • Startup decreased from 29f to 21f.
  • Endlag decreased from 16f to 14f.

Side Special : PacifyREWORK
  • Startup decreased from 25f to 18f.
  • Active time __creased from 14f to 8f.
  • Endlag decreased from 14f to 8f.
  • Added 160f cooldown.
  • Sweetspot:
    • Extra hitstun increased by
      16.6%Increased from 1.2s to 1.4s.
      .
  • Sourspot:
    • Extra hitstun increased by
      20.0%Increased from 0.5s to 0.6s.
      .

Down Special : Fluffy GaurdBUFF
  • Startup decreased from 20f to 18f.
  • Endlag decreased from 16f to 14f.

GrabBUFF
  • Startup decreased from 16f to 11f.
  • Endlag decreased from 17f to 15f.

Forward ThrowBUFF
  • Startup decreased from 24f to 17f.
  • Endlag decreased from 11f to 9f.

Back ThrowBUFF
  • Endlag decreased from 7f to 5f.

Up ThrowBUFF
  • Startup decreased from 12f to 8f.
  • Endlag decreased from 10f to 8f.

Down ThrowBUFF
  • Startup decreased from 38f to 33f.
  • Endlag decreased from 17f to 15f.

Ultra : Legion of Various GuysBUFF / BUG FIX
  • Initial Stun Hitbox:
    • Fixed stun not applying.
    • Extra hitstun increased by
      20.0%Increased from 5s to 6s.
      .
    • Now unblockable.
  • Explosion Sweetspot:
    • Knockback scaling increased from 0.19 to 0.22.

v1.0 (July 22nd, 2022)
Initial Release!