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Smack Knight - Bread on Fire

Smack Studio / Smack Knight

Smack Knight
Overview
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
Move Tool
Keyframe Dart
Collapse
Summon Template
Hunter
Swordsman
Dragon
Golem
Fighter
Demon
Pilot
Mole
Grabs / Throws
Grab
Forward Throw
Back Throw
Up Throw
Down Throw
Dodges
Forward Dodge
Back Dodge
Spot Dodge
Air Dodge
Ultra
Crash
Other Things
Taunt
Alternate Colors
Update History
v2.1
v2.1
v2.0
v1.0
Concept Art



- Smack Studio: Smack Knight -
SMACK KNIGHT


1.4

2.0

30

5.0

25.0

2.5

40.0

3.0

1.0

8.0

2

4f

Z_BOF_SmackKnight

OVERVIEW

Smack Knight follows a relatively simple design concept: simple normals, complex specials. SK's normals are simple moves that are (quite literally) as average as possible in every way. This doesn't make them bad by any means, just nothing outstanding. Their specials however are more complex moves that are used to elevate their abilities, especially with combos.

Smack Knight's most important move is Move Tool, an omni-directional sliding movement option that can be canceled into from nearly any attack. This allows for followups, combos, and safe retreat / recovery. Almost every attack benefits from a cancel, making it vital to Smack Knight's gameplay and strategy.

To deal with long range and zoning, Smack Knight makes use of versatile projectiles in Keyframe Dart and Summon Template (Projectile). Keyframe dart, while varying in reward based on RNG, is a quick long ranged option to disrupt the opponent. Summon Template is mainly used for setplay and screen control, but using its projectile command creates a wide range of projectiles to reach the opponent.

Smack Knight doesn't have any major exploitable weaknesses, though can run into some minor issues on occasion. Their kill power isn't the best, often needing edgeguards or carrying the opponent offstage. They also may have a slightly below average defense multiplier, leaving them to die a bit earlier than others.

 Smack Knight is a combo-focused character with good normals and unique specials.

PROS   /   CONS
  • Average: Most of Smack Knight's attacks and stats are average. While they aren't exceptional, they aren't bad.
  • Combos and Pressure: Smack Knight can follow up on almost any attack, especially when using Move Tool.
  • Recovery: As long as both a jump and Move Tool are availible, Smack Knight has a pretty good recovery that can get back from nearly anywhere.
  • Average: Most of Knight's attacks and stats are average. While they aren't bad, they aren't exceptional.
  • Kill Power: Smack Knight doesn't have any exceptional kill moves, most often using juggles or carrying the opponent offstage to kill.
  • Defense: Smack Knight takes a bit more knockback than many other characters, leaving them with less opportunities to make mistakes.
Frame Data Grid Key
Frame Data Bar Key

- Normal Attacks -
Jab
Jab 1 Jab 2 Jab 3
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Jab 1
3%
2.0
0.01
 35
2
4
8
-
Jab 2, Forward Tilt, Up Tilt, Down Tilt
Jab 2
4%
3.0
0.01
 20
3
3
7
-
Jab 3
Jab 3
6%
8.0
0.075
 45
4
4
16
-
-
Jab 1:
 Total: 14
Jab 2:
 Total: 13
Jab 3:
 Total: 13
  - Jab 2 has forwards velocity on 4~6F.
  - Jab 3 has forwards velocity on 4~10F.

Jab 1 is a Smack Knight's fastest attack. It can be canceled into any tilt for better positioning / knockback, or continued into the other jab hits for higher damage.
Forward Tilt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Tilt
8%
7.0
0.09
 50
5
5
11
-
-
Forward Tilt:
 Total: 21
Decent damage swipe with good knockback. Smack Knight's best tilt for knockback. Also has a small hitbox in back of Smack Knight, which allows for slightly improved combos.
Up Tilt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Tilt
6%
6.0
0.07
 90
5
5
12
-
-
Up Tilt:
 Total: 22
Has poor vertical range compared to many other up tilts. Good for getting the opponent in the air and keeping them there.
Down Tilt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Tilt
5%
6.0
0.04
 70
4
4
8
-
-
Down Tilt:
 Total: 16
  - Minor backwards velocity on 2~4F.
  - Forward velocity on 5~8F.

Quick attack with low recovery that pops the opponent up. Good for combos.
Dash Attack
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Dash Attack
6%
8.0
0.08
 50
5
9
12
-
-
Dash Attack:
 Total: 26
  - Forward velocity on 6~19F.

A great burst attack, as it moves fast and is highly active.
- Strong Attacks -
Side Strong
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Side Strong
14%
6.0
0.155
 40
11
8
18
-
-
Side Strong:
 Total: 37
  - Forward velocity on 11~14F.

Smack Knight's best horizontal kill option, though it is a bit slow.
Up Strong
Stop with the self promotion!
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Strong
5%, 10%
5.0, 7.0
0.00, 0.15
,
 90
7
3 (1) 4
17
-
-
Up Strong:
 Total: 32
  - Front hit knockback:
 45
  - Back hit knockback:
 135

Smack Knight's quickest strong attack. It has good kill power and can act as a solid anti-air when used preemptively.
Down Strong
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Strong
[14%] 11% {9%}
[7.0] 6.0 {5.0}
[0.14] 0.135 {0.10}
[
90]
9
10
14
-
-
[ ] Values represent the sweetspot
{ } Values represent the sourspot
Down Strong:
 Total: 35
  - Front hit knockback:
 45
  - Back hit knockback:
 135

Covers the most area of Smack Knight's strong attacks, but is also the weakest. Has a sweetspot on the first active frame that deals extra damage and knockback.
- Aerial Attacks -
Neutral Air
Early active frames Late active frames
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Neutral Air
5%
6.0
0.08
 43
4
6
8
6
-
Neutral Air:
 Total: 18
An excellent combo tool. It is very fast, has a decent hitbox, and sends at a great angle. Hitting with the back hitbox enables much better combos due to sending the opponent closer to Smack Knight.
Forward Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Air
8%
7.0
0.10
 50
8
6
14
9
-
Forward Air:
 Total: 28
Covers a large amount of space, especially when combined with a fastfall. It also reaches below Smack Knight, and a small bit behind.
Back Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Air
10%
7.0
0.11
 145
9
5
15
8
-
Back Air:
 Total: 29
Smack Knight's best horizontal kill aerial, and tied for their highest damage one. It is however quite small.
Up Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Air
6%
8.0
0.09
 75
7
5
14
9
-
Up Air:
 Total: 25
Excellent juggle tool due to how high it reaches, though it has very poor horizontal range.
Down Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Air
10%
8.0
0.09
 -90
9
5
12
10
-
Down Air:
 Total: 26
Good spike with decent speed. Great for combos when used on grounded opponent.
- Special Attacks -
Neutral Special : Move Tool
Break the rules
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Move Tool
-
-
-
-
8 + Hold Duration
-
5
~
-
Fail
-
-
-
-
1
-
5
~
-
Move Tool:
 Total: 30
Fail:
 Total: 6
  - Directional velocity on 1~30F.
  - Can be held for up to 17 frames.
  - Can be canceled into from any attack on hit.
       - To prevent clutter, cancel frames are not shown in the frame tracks, and it is not in the cancels section of the chart.
  - Can only be used once in the air, fails otherwise.
  - Usage resets after hitting the opponent.
  - Loses 10% of its speed every time it is used, and resets upon touching the ground.

Incredible movement and combo tool. Since it can be canceled into from just about any hit, it can easily allow for combos not usually possible, due to both the movement itself and the frame data. Since it lasts 13 frames, any attack with more than 13 active+endlag frames can be shorted by canceling. Even without shortened frame data, being able to move during endlag is still a powerful tool. It can also be used to escape from dangerous situations, such as after hitting a spike low offstage or after getting an attack shielded. Be careful while using it offstage, as missing an attack means Move Tool may be lost, limiting recovery.
Side Special : Keyframe Dart
All darts share the same hitbox
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Keyframe Dart Throw
-
-
-
-
11
P
14
-
-
Sprite Dart
5%
5.0
0.05
 40
28
-
-
-
Hitbox Dart
10%
4.0
0.03
 50
-
28
-
-
-
Animation Dart
2%
10.0
0.04
 90
28
-
-
-
Action Dart
2% x2, 3%
6.0 x2, 7.0
0.06 x2, 0.07
 60 x3
-
32 (8) 4 (8) 4
-
-
-
Hurtbox Dart
-
-
-
-
-
28
-
-
Counterattack (On Catch)
Hurtbox Dart Counterattack
15%
7.0
0.13
 45
-
5
-
-
-
Grab Dart
[GRAB]
[GRAB]
[GRAB]
[GRAB]
28
-
-
-
Keyframe Dart:
 Total: 27
Darts:
 Total: 28
Action Dart:
 Total: 46
Hurtbox Dart:
 Total: 28
Hurtbox Dart Counterattack:
 Total: 5
[Throw] ----------------------
  - Randomly spawns one of six different projectiles.

A useful but unreliable projectile. Each dart has an equal chance of appearing, though some are better than others.
[Sprite Dart] ---------------------

The weakest dart, only being decent in every area.
[Hitbox Dart] ---------------------

Does the most direct damage of any dart, but also the weakest knockback.
[Animation Dart] ---------------------

Does very poor damage, but instantly puts the opponent into tumble.
[Action Dart] ---------------------

Great for combos due to having multiple hits. Also the best dart for killing due to having good damage and knockback, as well as launching them three times.
[Hurtbox Dart] ---------------------

Very odd projectile as it doesn't hurt the opponent if it hits them. The hurtbox dart instead punishes attempts to destroy the dart with an attack, as it acts as a counter.
[Grab Dart] ---------------------
  - Stuns for 1.5 seconds.

Acts as a grab, as it goes through shield and stuns the opponent. Easily allows for followup, especially if hit up close.
Up Special : Collapse
What, you can't recover?
It's really just basic movement...
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Collapse (Air)
-
-
-
-
22
-
12
6
-
Collapse (Ground)
-
-
-
-
2
-
15
-
-
Collapse (Air):
 Total: 34
Collapse (Ground):
 Total: 16
  - Air Version:
       - Stops momentum on frame 1.
       - Downward velocity on 3~15F
       - Upward velocity on 19~34F
  - Ground Version:
       - Upward velocity on 3~17F

Decent recovery tool. On stage, it skips the first part and goes straight into the upwards part, acting as a higher jump that has extra recovery. If the air version is used too close to the ground, Smack Knight will just land on the ground and cancel the movement.
Down Special : Summon Template
Creation
Ahead!        Above!   
Afar!        Away!   
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Summon
-
-
-
-
7
P
16
~
-
Projectile
-
-
-
-
Until Landing
-
16
-
-
Command
-
-
-
-
4 + Until Selection
-
13
~
-
Summon:
 Total: 23
Projectile:
 Total: 17
Command:
 Total: 17
  - Summons one of eight different template characters.
  - Summoning only works once the template is completely gone after an attack.
  - Commanding only works once the projectile is done summoning.
  - Using down special once a template is out allows for one of four options:
       - Pressing Attack makes the template use a horizontal attack.
       - Pressing Jump makes the template use a vertical attack.
       - Pressing Special makes the template create a projectile.
       - Pressing Shield flips the template, and does not count as a choice.
  - Templates are destroyable after taking any amount of damage. They are immune to damage while attacking.

Summons one of eight template characters. They can use three different attacks, change direction, or cancel the template. While each template has the same types of attacks, they vary in speed and power. Templates are generally good for screen control, allowing for attacks in places Smack Knight is not. Smack Knight can usually follow up on the attack due to the low recovery of commanding the template. Templates are however quite vulnerable, even with the invinciblity of the attacks. It isn't much of a problem since a new one can instantly be created, but it can still be annoying to deal with.
----- Template : Hunter
Horizontal Attack Vertical Attack

Special
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Horizontal Attack
10%
5.0
0.11
 40
6
3
22
-
-
Vertical Attack
5%, 6%
5.0 x2
0.00, 0.10
 90 x2
3
4 (5) 5
16
-
-
Special
-
-
-
-
14
P
25
-
-
Projectile
6%
5.0
0.06
 0
-
125
-
-
-
Horizontal Attack:
 Total: 31
Vertical Attack:
 Total: 33
Special:
 Total: 20
Projectile:
 Total: 125
  - Has attacks based on Cora.
[Horizontal Attack] ---------------------

Has pretty good range and decent damage.
[Vertical Attack] ---------------------

Reaches high, and hits twice.
[Special] ---------------------
  - Has slight homing.

A homing missile. Great for space control.
----- Template : Swordsman
Horizontal Attack

Vertical Attack

Special (Hitbox spins around)
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Horizontal Attack
19%
9.0
0.15
 50
22
6
31
-
-
Vertical Attack
13%
5.0
0.12
 90
11
4
20
-
-
Special
-
-
-
-
6
P
22
-
-
Projectile
10%
8.0
0.10
 45
16
22
-
-
-
Horizontal Attack:
 Total: 59
Vertical Attack:
 Total: 35
Special:
 Total: 28
Projectile:
 Total: 38
  - Has attacks based on Dagen.
[Horizontal Attack] ---------------------

The single strongest non-ultra attack Smack Knight has access to. Though it is quite large and strong, it is also very slow.
[Vertical Attack] ---------------------

Does good damage and is decently sized.
[Special] ---------------------
Slow but very large spinning hitbox. Quite useful for combos.
----- Template : Dragon
Horizontal Attack
Vertical Attack Special
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Horizontal Attack
4% x2, 5%
6.0, 3.0, 6.0
0.00 x2, 0.10
 60 x2,
 45,
11
2 (1) 2 (1) 2
26
-
-
Vertical Attack
3%, 4% x2, 5%
11.0, 6.0 x3
0.00 x3, 0.10
 85,
 90 x3
11
1 (1) 1 (1) 1 (1) 2
32
-
-
Special
-
-
-
-
17
P
22
-
-
Projectile
4%
6.0
0.04
 70
1
Until Ledge
-
-
-
Horizontal Attack:
 Total: 47
Vertical Attack:
 Total: 51
Special:
 Total: 39
Projectile:
 Total: 1
  - Has attacks based on Galvan.
[Horizontal Attack] ---------------------

Has decent range and does good damage.
[Vertical Attack] ---------------------

Reaches incredibly high, and does good damage. Great for controlling people in the air. While it does have a ground hitbox, it only reaches in back, so the template must be flipped to hit opponents in front.
[Special] ---------------------
  - Spawns two projectiles.

Covers the ground well, though is useless when there are any gaps.
----- Template : Golem
Horizontal Attack Vertical Attack
Special
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Horizontal Attack
13%
6.0
0.10
 45
11
5
27
-
-
Vertical Attack
12%
5.0
0.10
 90
6
5
22
-
-
Special
-
-
-
-
14
P
26
-
-
Projectile
7%
7.0
0.07
 60
1
99
-
-
-
Horizontal Attack:
 Total: 44
Vertical Attack:
 Total: 33
Special:
 Total: 40
Projectile:
 Total: 100
  - Has attacks based on Granite.
[Horizontal Attack] ---------------------

Good size and power.
[Vertical Attack] ---------------------

Quite fast, and shares about the same power as horizontal attack.
[Special] ---------------------

Bouncing projectile that covers area well.
----- Template : Fighter
Horizontal Attack

Vertical Attack Special
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Horizontal Attack
12%
6.0
0.10
 30
10
5
19
-
-
Vertical Attack
12%
6.0
0.10
 90
6
7
22
-
-
Special
-
-
-
-
10
P
21
-
-
Projectile
7%
5.0
0.01
 50
-
80
-
-
-
Horizontal Attack:
 Total: 34
Vertical Attack:
 Total: 30
Special:
 Total: 31
Projectile:
 Total: 80
  - Has attacks based on Kaien.
[Horizontal Attack] ---------------------
Great range, and good power.
[Vertical Attack] ---------------------
Fine vertical range, but poor horizontal range.
[Special] ---------------------
A basic projectile.
----- Template : Demon
Horizontal Attack (The large one is the windbox) Vertical Attack
Special (Spawns 6)
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Horizontal Attack
8%, 2%
7.0, 6.0
0.08, 0.06
 45,
 40
4
3 (1) 3
20
-
-
Vertical Attack
2% x3, 3%
3.0 x3, 7.0
0.00 x3, 0.09
 100 x3,
 85
3
8
15
-
-
Special
-
-
-
-
18
P (4) P (4) P (4) P (4) P (4) P
26
-
-
Projectile
2%
2.0
0.00
 00
-
30
-
-
-
Horizontal Attack:
 Total: 31
Vertical Attack:
 Total: 26
Special:
 Total: 64
Projectile:
 Total: 30
  - Has attacks based on Lotus.
[Horizontal Attack] ---------------------
  - Has a large windbox.

Has a good size, mainly due to the windbox.
[Vertical Attack] ---------------------

Pretty low range, but multihit.
[Special] ---------------------

The slowest and lowest range projectile, but locks down the opponent and deals good damage.
----- Template : Pilot
Horizontal Attack Vertical Attack Special
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Horizontal Attack
7%
8.0
0.04
 60
3
3
14
-
-
Vertical Attack
7%
8.0
0.04
 80
2
3
15
-
-
Special
-
-
-
-
8
P (7) P (7) P
28
-
-
Projectile
3%
5.0
0.02
 45
-
30
-
-
-
Horizontal Attack:
 Total: 20
Vertical Attack:
 Total: 20
Special:
 Total: 50
Projectile:
 Total: 30
  - Has attacks based on Spry.
[Horizontal Attack] ---------------------

Weak, but very fast and has decent range.
[Vertical Attack] ---------------------

Weak, but fast. Only hits behind the template.
[Special] ---------------------

A series of three projectiles, cutting off a large area of the stage.
----- Template : Mole
Horizontal Attack

Vertical Attack

Special
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Horizontal Attack
2%, 3% x2, 5%
1.0 x3, 6.0
0.00 x3, 0.11
 30 x3,
 45
10
2 (2) 2 (2) 2 (2) 4
14
-
-
Vertical Attack
8%
8.0
0.08
 90
3
5
16
-
-
Special
-
-
-
-
13
5 (27) 8
7 + Until Landing + 13
-
-
Horizontal Attack:
 Total: 40
Vertical Attack:
 Total: 24
Special:
 Total: 74
  - Has attacks based on Tate.
[Horizontal Attack] ---------------------

Decent strength multihit.
[Vertical Attack] ---------------------

Quick anti-air with fine range.
[Special] ---------------------
  - Homes in after the first attack.

Not a traditional projectile, instead having the template home in on the closest opponent to punch them. A bit slow, but difficult to avoid. Does not have infinite range, but it isn't usually a problem except on larger stages.
- Grabs / Throws -
Grab
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Grab
[GRAB]
[GRAB]
[GRAB]
[GRAB]
5
7
14
-
-
Grab:
 Total: 26
Great range, but also the slowest grab in the game.
Forward Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Throw
8%
8.0
0.09
 40
19
T
13
-
-
Forward Throw:
 Total: 32
Generally worse than back throw, though depending on positioning this may be the only choice.
Back Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Throw
9%
8.0
0.11
 130
24
T
11
-
-
Back Throw:
 Total: 35
  - Flips Smack Knight's direction.

Smack Knight's best kill throw.
Up Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Throw
8%
12.0
0.06
 75
25
T
16
-
-
Up Throw:
 Total: 41
High base knockback, and the only real vertical kill throw Smack Knight has.
Down Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Throw
16%
9.0
0.04
 50
24
3
23
-
-
Down Throw:
 Total: 50
  - Uses a hitbox, unlike most grabs (It still cannot be canceled into Move Tool).

Smack Knight's highest damage throw by far. However, it also has weak knockback and very high recovery, meaning it usually can't be followed up on.
- Dodges -
Forward Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Dodge
-
-
-
-
-
-
20
-
-
Forward Dodge:
 Total: 20
  - Forward velocity on 4~19F.

Average dodge. Has unique movement compared to other dodges, but still goes the same distance.
Back Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Dodge
-
-
-
-
-
-
20
-
-
Back Dodge:
 Total: 20
  - Backwards velocity on 1~19F.

Average dodge. Has unique movement compared to other dodges, but still goes the same distance.
Spot Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Spot Dodge
-
-
-
-
-
-
16
-
-
Spot Dodge:
 Total: 16
Average spot dodge.
Air Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Air Dodge
-
-
-
-
-
-
15
-
-
Air Dodge:
 Total: 15
Faster than other air dodges, but with less invulnerability.
- Ultra -
Ultra : Crash
Hits 1-3, grow in size each hit Finisher
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Crash
7%, 8%, 15%, 25% x5, -140%, 15%
3.5 x2, [GRAB] x6, 0.0, 9.0
0.00 x2, [GRAB] x6, 0.0, 0.17
 10 x2, [GRAB] x6,
 0,
 60
5 + Superflash + 1
6 (25) 6 (25) 4 (1) 4 (1) 4 (1) 4 (1) 4 (1) 4 (2) T, 19
14
~
-
Crash:
 Total: 132
  - Hits 3 - 7 grab the opponent, and Hit 8 is a launch that only connects if grabbed.
  - The opponent is healed by 140% partway through. It deals 30% total when all hits connect correctly.

Decently large, and does average damage for an ultra. Very punishable on whiff, as the invulnerability only lasts for the first hit.
- Other Things -
Taunt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Taunt
-
-
-
-
-
-
33
-
-
Taunt:
 Total: 33
  - Randomly shows one of twenty-six different icons.

A taunt similar to Pac-Man's Namco Roulette from Super Smash Brothers.
Alternate Colors
Color 01 Default. Created by ThirdPixel Interactive.
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 24th, 2024)
Overview
  • This is part of a roster-wide change in how landing lag works due to a shift in my perspective.

Landing LagBUFF
  • Decreased from 6f to 4f.

Neutral AirNERF
  • Now has 6f of landing lag when landing within a specific window.

Forward AirNERF
  • Now has 9f of landing lag when landing within a specific window.

Back AirNERF
  • Now has 8f of landing lag when landing within a specific window.

Up AirNERF
  • Now has 9f of landing lag when landing within a specific window.

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

Up Special : CollapseNERF
  • Now has 6f of landing lag when landing within a specific window.

Ultra : CrashBUFF
  • Now has reduced gravity for entire duration.

v2.1 (November 5th, 2024)
Down Special: Summon TemplateBUG FIX / NERF
  • Can now be recreated after being reflected by the opponent.
  • Removed the ability to manually destroy templates as it is no longer necessary.

LAPADDITION
  • Added LAP support using the tag "Z_BOF_SmackKnight"

v2.0 (August 20th, 2024)
Overview
  • With this update I am trying to give Smack Knight a sense of direction and identity. Current SK has the worst frame data in the game, terrible kill power, bad damage, average movement, and many moves severely lacking in utility. With this SK is becoming a combo focused all-rounder with average stats in pretty much every category, fitting their status as the mascot of the editor. In fact, I calculated the average of pretty much every aspect of the game (pre 1.0), from movement to frame data, and generally gave it to Smack Knight unless it didn't really fit for the moveset. The main design concept is that while their normal attacks are simple and basic, their specials are complex tools that have unique use cases. The main two additions come with their new neutral and down specials. The old neutral special, Pause / Play, was useless. It could allow for very brief air stalls, but it was very rarely actually effective. The new one, Move Tool, is an incredible combo tool that is difficult to use but rewarding, while still technically allowing for airstalls if it is really needed. The old down special, Invisibility, just didn't function. While it technically did turn SK invisible, the player indicator gave them away, making it entirely pointless. The new down special, Summon Template, is a completely different move used to control parts of the stage with a random controllable template character (a feature of the editor many have probably forgotten about, as useful as they are).

AnimationsVISUAL
  • Added entrance animation.
  • Added victory animation.
  • Added taunt.
  • New idle animation.
  • New walk animation.
  • New run animation.
  • New jump animation.
  • New air idle animation
  • New crouch animation.
  • Animations have generally become more far more fluid.
  • Sword trail effects have been added to many attacks.

HurtboxBUFF
  • Decreased horizontal size by
    11.1%Decreased from 4.5 to 4.0.
    .
  • Decreased vertical size by
    22.2%Decreased from 4.5 to 3.5.
    .

Landing LagBUFF
  • Decreased from 9f to 4f.

Walk SpeedBUFF
  • Increased speed by
    50.0%Increased from 2.0 to 3.0.
    .

Run SpeedBUFF
  • Increased speed by
    10.0%Increased from 5.0 to 5.5.
    .

Ground FrictionREWORK
  • Decreased friction by
    12.0%Decreased from 25 to 22.
    .

Air SpeedBUFF
  • Increased speed by
    72.0%Increased from 2.5 to 4.3.
    .

Air AccelerationNERF
  • Decreased acceleration by
    45.0%Decreased from 40 to 22.
    .

Air FrictionNERF
  • Decreased speed by
    33.3%Decreased from 3.0 to 2.0.
    .

Gravity MultiplayerREWORK
  • Increased gravity by
    10.0%Increased from 1.0 to 1.1.
    .

Jump SpeedBUFF
  • Increased speed by
    12.5%Increased from 8.0 to 9.0.
    .

Air JumpsNERF
  • Decreased from 2 to 1.

SizeREWORK
  • Increased size by
    15.0%Increased from 1.0 to 1.15.
    .

JabNEW MOVE
  • The swipe into a sword rise has been replaced with a swipe, stab, and slash.

Forward TiltNEW MOVE
  • The stab has been replaced with a large upward swipe similar to the old dash attack.

Up TiltREWORK
  • Active time decreased from 11f to 5f.
  • Endlag increased from 4f to 12f.
  • Removed sweetspot and sourspot.
  • Damage increased from 3% to 6%.
  • Base knockback decreased from 9.0 to 6.0.
  • Knockback scaling increased from 0.008 to 0.07.
  • Hitbox Size:
    • Hitbox completely redone.

Down TiltNEW MOVE
  • The shield bash has been replaced with a low poke somewhat similar to the old forward tilt.

Dash AttackNEW MOVE
  • The large upward swipe has been replaced with a shield bash similar to the old down tilt.

Forward StrongREWORK
  • Startup decreased from 19f to 11f.
  • Active time decreased from 10f to 8f.
  • Endlag increased from 16f to 18f.
  • Charge frame moved from frame 15 to frame 9.
  • Removed windbox.
  • Removed air hit.
  • Ground hitbox:
    • Damage decreased from 15% to 14%.
    • Base knockback decreased from 9.0 to 6.0.
    • Knockback scaling increased from 0.11 to 0.155.
    • Hitbox Size:
      • Hitbox completely redone.

Up StrongREWORK
  • Startup decreased from 14f to 7f.
  • Active time decreased from 4 (5) 9 [18f] to 3 (1) 4 [8f].
  • Damage increased from 1%, 9% to 5%, 10%.
  • Charge frame moved from frame 12 to frame 7.
  • Base knockback changed from 4.0, 6.0 to 5.0, 7.0.
  • Knockback scaling decreased from 0.00, 0.17 to 0.00, 0.15.
  • Hitbox Size:
    • Moved closer to Smack Knight.

Down StrongREWORK
  • Startup decreased from 16f to 9f.
  • Endlag increased from 14f to 16f.
  • Charge frame moved from frame 1 to frame 6.
  • Added sweetspot.
  • Added sourspot.
  • Normal hit:
    • Damage increased from 10% to 11%.
    • Base knockback decreased from 8.0 to 6.0.
    • Knockback scaling __creased from 0.12 to 0.135.
    • Launch angle changed from
       30/
       150 to
       45/
       135.
    • Hitbox Size:
      • Increased horizontal size by
        22.2%Increased from 13.5 to 16.5.
        .
      • Decreased vertical size by
        20.0%Decreased from 2.5 to 2.0.
        .

Neutral AirNEW MOVE
  • The arrow poke has been replaced with a sword spin.

Forward AirNEW MOVE
  • The disc spin has been replaced with an overhead sword swipe.

Back AirREWORK
  • The move has recieved a new animation.
  • Startup decreased from 12f to 9f.
  • Endlag decreased from 13f to 14f.
  • Removed charge frame.
  • Damage decreased from 13% to 10%.
  • Base knockback increased from 5.0 to 7.0.
  • Knockback scaling increased from 0.11 to 0.13.
  • Launch angle changed from
     170 to
     145.
  • Hitbox Size:
    • Horizontally moved closer to Smack Knight, reducing its range but letting it hit in front of Smack Knight
    • Decreased vertical size by
      64.3%Decreased from 2.8 to 1.0.
      .

Up AirNEW MOVE
  • The event icon poke has been replaced with a sword stab.

Down AirREWORK
  • Startup decreased from 16f to 9f.
  • Active time decreased from 8f to 5f.
  • Endlag decreased from 19f to 12f.
  • Is now canceled upon landing.
  • No longer effects air momentum.
  • Removed sourspot.
  • Damage decreased from 15% to 10%.
  • Base knockback increased from 6.0 to 8.0.
  • Knockback scaling decreased from 0.18 to 0.09.
  • Hitbox Size:
    • Decreased vertical size by
      22.2%Decreased from 4.5 to 3.5.
      .

Neutral Special: Move ToolNEW MOVE
  • The useless air stall pause button has been replaced with a movement tool that can be canceled into for combos.

Forward Special: Keyframe DartREWORK
  • Startup decreased from 14f to 11f.
  • Endlag decreased from 24f to 14f.
  • All Darts:
    • Now only take 1% damage to be destroyed.
    • Startup decreased from 2f to 0f.
    • Active time increased from 26f to 28f.
  • Sprite Dart:
    • Damage increased from 2% to 5%.
    • Knockback scaling decreased from 0.10 to 0.05.
    • Launch angle changed from
       55 to
       40.
  • Hitbox Dart:
    • Damage increased from 4% to 10%.
    • Base knockback decreased from 8.0 to 4.0.
    • Knockback scaling decreased from 0.08 to 0.03.
    • Launch angle changed from
       55 to
       50.
  • Animation Dart:
    • Damage increased from 1% to 2%.
    • Base knockback decreased from 11.0 to 10.0.
    • Knockback scaling decreased from 0.00 to 0.04.
    • Launch angle changed from
       99 to
       90.
  • Action Dart:
    • Active time changed from 26 (10) 9 (1) 9 [55f] to 32 (8) 4 (8) 4 [46f].
    • Damage increased from 1% x3 to 2% x2, 3%.
    • Base knockback decreased from 5.0 x3 to 6.0 x2, 7.0.
    • Knockback scaling decreased from 0.10 x3 to 0.06 x2, 0.07.
    • Launch angle changed from
       55 x3 to
       60 x3.
  • Hurtbox Dart (Counter):
    • Damage increased from 12% to 15%.
    • Base knockback decreased from 8.0 to 7.0.
    • Knockback scaling decreased from 0.04 to 0.13.
  • Grab Dart:NEW MOVE
    • Now exists.

Up Special (Ground): Save / LoadREMOVAL
  • The inconsistent and buggy teleport has been removed.

Up Special: CollapseNEW MOVE
  • The slow code ball with ineffectual distance has been replaced with a slingshot launch using a menu asset.

Down Special: Summon TemplateNEW MOVE
  • The non-functional invisibility has been replaced with a controllable summon based on the template characters.

GrabNERF
  • Startup increased from 4f to 5f.
  • Active time decreased from 13f to 7f.
  • Endlag increased from 6f to 14f.

Forward ThrowREWORK
  • Startup decreased from 32f to 19f.
  • Endlag increased from 5f to 13f.
  • Damage increased from 3% to 8%.
  • Base knockback decreased from 10.0 to 8.0.
  • Knockback scaling increased from 0.08 to 0.09.
  • Launch angle changed from
     30 to
     40.

Back ThrowNEW MOVE
  • The spinner throw has been replaced with an overhead slam.

Up ThrowREWORK
  • Startup decreased from 35f to 25f.
  • Endlag increased from 5f to 16f.
  • Damage increased from 7% to 8%.
  • Base knockback increased from 10.0 to 12.0.
  • Knockback scaling decreased from 0.11 to 0.06.
  • Launch angle changed from
     70 to
     76.

Down ThrowNEW MOVE
  • The quick slam has been replaced with a loading screen crush.

Forward DodgeBUFF
  • Distance travelled increased by
    18.2%Increased from 125 to 150.
    .
  • Now flips Smack Knight's direction.

Back DodgeBUFF
  • Distance travelled increased by
    18.2%Increased from 125 to 150.
    .

Ultra : CrashNEW MOVE
  • The crash screen has been replaced with a series of sword swipes leading into a crash screen.

v1.0 (June 13th, 2022)
Initial Release!
Concept Art
Converting icons into sprites