Smack Studio / Specter Knight

Specter 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
Chronus Coin
Throwing Sickle
Hover Plume
Skeletal Sentry
Dig Jump
Grabs / Throws
Grab
Forward Throw
Back Throw
Up Throw
Down Throw
Dodges
Forward Dodge
Back Dodge
Spot Dodge
Air Dodge
Ultra
Boss Specter Knight
Judgement Rush
Scythe Toss
Other Things
Taunt
Alternate Colors
Update History
v2.0
v1.0



- Smack Studio: Specter Knight -
SPECTER KNIGHT


0.95

4

30

6.3

20

5.0

20

3.0

1.1

9.5

2

2f

Z_BOF_SpecterKnight

OVERVIEW

Specter Knight is, at his core, an all-rounder not too dissimilar to Shovel Knight. The difference comes in the trade of survivabilty for increased mobility and power. Specter Knight can navigate the stage with ease, and has strong attacks that can kill easily when used correctly. However, his defense is sub-par at best and he can struggle when disadvantaged.

Specter Knight's specials, while not character-defining, all boost some parts of his gameplay. Chronus Coin is a fast but limited projectile that enables and extends many combos. Throwing Sickle is a weak boomerang projectile with good range and some combo usage on the return. Hover Plume is a fantastic recovery and mobility tool, with the ability to be cancel into any other attack. Finally, Skeletal Sentry gives a supporting barrage of projectiles to cover SK's approach or generally harass long ranged opponents.

Specter Knight's tilt attacks, especially up tilt and down tilt, are great combo tools that lead into many other attacks. Specter Knight also has great kill options, with forward strong, up strong, up air, and forward throw all reliably killing opponents.

 Specter Knight is a high mobilty glass cannon with powerful attacks and low survivability.

PROS   /   CONS
  • Mobility: Specter Knight is fast and has many moves that move him forward, letting him get in fairly easily.
  • Recovery: Specter Knight has a fantastic recovery, with up air giving decent height and Hover Plume covering incredible distance.
  • Power: Many of Specter Knight's attacks do some combination of high damage and high knockback, and those that don't are great combo tools.
  • Defense: Specter Knight has the worst defense multiplier in the game, dying much earlier than many other characters.
  • Range: Most of Specter Knight's attacks have fairly low range, and those that don't are generally quite slow.
Frame Data Grid Key
Frame Data Bar Key

- Normal Attacks -
Jab
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Jab
4%
5.0
0.045
 40
3
3
8
-
Forward Tilt, Up Tilt, Down Tilt
Jab:
 Total: 14
A quick scythe slash that can cancel into all of Specter Knight's tilts. Very spammable, but somewhat low range.
Forward Tilt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Tilt
2% x3
1.0 x2, 8.0
0.01 x2, 0.08
 20 x2
 40 x2
6
2, 2, 2
11
-
-
Forward Tilt:
 Total: 24
An advancing mid-range multihit. Generally low-reward, though can be a passable kill move at high percents.
Up Tilt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Tilt
4%, 5%
1.0, 7.0
0.01, 0.07
 70 x2
5
8, 4
9
-
-
Up Tilt:
 Total: 26
An anti-air with somewhat poor range. A very useful combo tool due to its low knockback. Also has upper body invuln during the first hit, letting it anti air easier.
Down Tilt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Tilt
5%, 2%
[GRAB], 10.0
[GRAB], 0.04
[GRAB],
 70
5
4 (13) T
3
-
-
Down Tilt:
 Total: 25
A combo-focused hitgrab with the scythe's handle. A staple of SK's combos due to the quick startup and very low endlag after the throw.
Dash Attack
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Dash Attack
8% [4%]
9.0 [6.0]
0.09 [0.06]
 35 [
 40]
7
11
10
-
-
[ ] Values represent the sourspot
Dash Attack:
 Total: 23
  - Forward velocity on 8~20F.

A highly active attack that has decent range. A functional kill option with the sweetspot, as it is significantly faster than Specter's strong attacks.
- Strong Attacks -
Side Strong
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Side Strong
16%
6.0
0.16
 45
11 + Charge + 3
3
19
-
-
Side Strong:
 Total: 36
  - Forward velocity on 15~19F.
  - Distance increases when charged.

Big, strong kill move with notable distance when charged. Generally SK's most consistant kill option, if the poor frame data can be worked around.
Up Strong
...I am truly sorry for this hitbox visual
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Strong
2% x6, 6%
[GRAB] x6, 7.0
[GRAB] x6, 0.12
[GRAB] x6,
 95
6 + Charge + 2
4 x6, 3
15
-
-
Up Strong:
 Total: 50
A high damage multihit, and a good kill option. While it is Specter Knight's fastest strong attack startup-wise, it has incredibly long recovery on whiff and has notably poor range.
Down Strong
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Strong
13%
5
0.11
 50
14 + Charge + 5
3
24
-
-
Down Strong:
 Total: 46
Specter Knight's slowest attack by far, but with unrivaled range. Unfortunately has little to no disjoint, but still a great space control tool.
- Aerial Attacks -
Neutral Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Neutral Air
4%
5.0
0.045
 40
3
3
7
4
-
Neutral Air:
 Total: 13
Identical to jab but with slightly better recovery and no cancel options. A great combo tool especially after a dig jump.
Forward Air
Detection range
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Air (Up)
5%
5.0
0.08
 -145
5
7
7
-
-
Forward Air (Down)
5%
5.0
0.08
 145
5
7
7
10
-
Forward Air:
 Total: 19
  - Only usable if opponent is within detection range, otherwise does neutral air.
  - Downward version is prioritized on grounded opponents.
  - Upwards version is prioritized on aerial opponents.
  - Only the downward version has landing lag.

A proximity based dash slash. It is only usable when the indicator is present in front of Specter Knight, which also shows which direction he will fly. It travels fast to easily catch opponents, and can be used to easily recover when opponents are trying to edgeguard.
Back Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Air
6%
8.0
0.05
 120
5
5
10
7
-
Back Air:
 Total: 20
A low knockback combo tool with somewhat poor range. While slower than neutral air, it generally leads to higher reward.
Up Air
Hits 1-4 Hit 5
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Air
2% x4, 4%
7.0, 4.0 x3, 8.0
0.00 x4, 0.09
 80 x5
8
4 x5
16
~
-
Up Air:
 Total: 44
  - Upwards velocity on 9~31F.
  - Has an 18f cooldown period before another use.

A rising multihit kill move. One of Specter Knight's best kill options and a great combo ender. Also fairly useful for recovery as an extra boost alongside Hover Plume.
Down Air
Hits 1-3 Hit 4
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Air
2% x3, 6%
1.0 x3, 8.0
0.00 x3, 0.07
 90 x3,
 -90
7
4 x4
13
9
-
Down Air:
 Total: 36
  - Stalls vertical momentum on hit.
  - Bounces upwards on final hit.

A highly active multihit spike for catching recoveries and knocking down onstage opponents. Much safer than many other spikes due to the bounce, but also more difficult to follow up on.
- Special Attacks -
Neutral Special : Chronus Coin
Glitter is Gold!
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Chronus Coin
-
-
-
-
6
P
9
~
-
Coin
2%
4.0
0.01
 50
-
120
-
-
-
Chronus Coin:
 Total: 15
  - Stuns on hit.
  - 2 second cooldown after use.

A very small stunning projectile restricted by a long cooldown. It has incredibly quick frame data, making it a fantastic combo starter / extender when available.

On some stages, the coin's tiny sprite and bright color can blend into the sky, making it much harder to see coming.

Chronus Coin is also used as Specter Knight's ledge attack, which still follows the same cooldown rules as the standard version.
Side Special : Throwing Sickle
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Throwing Sickle
-
-
-
-
8
P
16
~
-
Sickle
4%
5
0.07
 60,
 120
-
56
-
-
-
Throwing Sickle:
 Total: 14
  - Angle of
 60 for first 14 active frames, then
 120 for the next 42f.

A simple boomerang projectile. Great reward when hitting on return as it enables combos, but is fairly hard to hit with. The standard hit is pretty weak and unrewarding, but still a good space control tool.
Up Special : Hover Plume
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Hover Plume
-
-
-
-
9
-
51
~
All Aerials, All Specials
Hover Plume:
 Total: 60
  - Omnidirectional movement 10~60f.
  - Speed is dependent on how far the stick is pushed.

A highly maneuverable long-distance recovery. An incredible recovery tool due to just how far it goes, as well as its safety. It can be canceled into any attack (but not jump or air dodge), giving it additional use as a combo and edgeguarding tool.
Down Special : Skeletal Sentry
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Skeletal Sentry
-
-
-
-
10
P
15
~
-
Sentry
-
-
-
-
Until Landing + 25
P (18) P (18) P
36
-
-
Bullet
4%
4.0
0.03
 60
-
120
-
-
-
Skeletal Sentry:
 Total: 25
  - Only usable when there are not currently any other sentries active.

Tosses a skull that grows into a projectile sentry. While slow, sentries help facilitate an approach and control an entire lane of space. The projectiles themselves are very weak, but lock down opponents well.
Jump : Dig Jump
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Dig Jump
2%
5.0
0.05
 80
-
2
-
-
Anything
Dig Jump:
 Total: 2
  - Can only hit grounded opponents.

A hitbox that appears any time Specter Knight jumps. It easily combos into all aerials and is a great combo starter, but can be hard to hit with.
- Grabs / Throws -
Grab
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Grab
[GRAB]
[GRAB]
[GRAB]
[GRAB]
5
3
12
-
-
Grab:
 Total: 20
A short ranged grab with average frame data. Fairly basic.
Forward Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Throw
6%
8.0
0.13
 35
14
T
16
-
-
Forward Throw:
 Total: 30
Specter Knight's horizontal kill throw. Fairly strong and effective, but has no followup potential.
Back Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Throw
5%
7.0
0.08
 135
15
T
10
-
-
Back Throw:
 Total: 25
  - Flips Specter Knight's direction.

A basic combo throw that loses some effectiveness at higher percents.
Up Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Throw
6%
9.0
0.12
 65
14
T
10
-
-
Up Throw:
 Total: 24
A vertical kill throw. Less powerful but more consistant than forward throw.
Down Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Throw
10%
10.0
0.06
 -90
18
T
12
-
-
Down Throw:
 Total: 30
A knockdown throw that sets up a tech chase. Also does the most damage of Specter Knight's throws.
- Dodges -
Forward Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Dodge
-
-
-
-
-
-
23
-
-
Forward Dodge:
 Total: 23
  - Forward velocity 1~23F.

Slower than other dodges, but goes farther and has more invulnerability.
Back Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Dodge
-
-
-
-
-
-
23
-
-
Back Dodge:
 Total: 23
  - Backward velocity 1~23F.

Slower than other dodges, but goes farther and has more invulnerability.
Spot Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Spot Dodge
-
-
-
-
-
-
21
-
-
Spot Dodge:
 Total: 21
A fair bit slower than other spot dodges with only a tiny bit extra invulnerability.
Air Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Air Dodge
-
-
-
-
-
-
21
-
-
Air Dodge:
 Total: 23
  - Directional velocity 1~23F.

Fairly standard air dodge.
- Ultra -
Ultra : Judgement Scythe
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Judgement Scythe
5%
10.0
0.03
 45
4 + Superflash + 3
4 (24) P
35
-
-
Scythe
7% x100
8.5 x100
0.03 x100
 10 x100
-
4 x100
-
-
-
Judgement Scythe:
 Total: 70
  - Generally does around 40%.

An invincible reversal followed by a fullscreen multihit projectile. A bit slow, but hard to avoid. It usually won't kill unless used close to the edge, where it will kill them off the side.
- Other Things -
Taunt

Edge Farmer Approved
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Taunt
-
-
-
-
-
-
17 + Hold Duration + 5
-
-
Taunt:
 Total: 22
A holdable taunt. Nothing more to it, really.
Alternate Colors
Color 01 Default. Created by Yacht Club Games.
Color 02 Smack Studio Color 2 Default.
Color 03 Smack Studio Color 3 Default.
Color 04 Smack Studio Color 4 Default.
Color 05 Smack Studio Color 5 Default.
Color 06 Smack Studio Color 6 Default.
Color 07 Smack Studio Color 7 Default.
Color 08 Smack Studio Color 8 Default.
Update History
v2.0 (February 14th, 2025)
Overview
  • Specter Knight was one of my better characters execution wise. Making him a fast, high-strength character with poor defense is exactly how I would want to keep him as. But like all of them, he can be changed. Conceptually this version is very similar, but the exact specifics are a bit different.

AnimationVISUAL
  • Added entrance animation.
  • Added victory animation.
  • Removed held crouch taunt.
  • Added taunt.

HurtboxBUFF
  • Decreased horizontal size by
    15.4%Decreased from 3.9 to 3.3.
    .

Landing LagNERF
  • Increased landing lag from 2f to 3f.

Walk SpeedBUFF
  • Decreased speed by
    11.1%Decreased from 4.5 to 4.0.
    .

Walk AccelerationBUFF
  • Decreased acceleration by
    25.0%Decreased from 40 to 30.
    .

Run SpeedBUFF
  • Increased speed by
    14.5%Increased from 5.5 to 6.3.
    .

Ground FrictionREWORK
  • Decreased friction by
    50.0%Decreased from 30 to 20.
    .

Air SpeedBUFF
  • Increased speed by
    25.0%Increased from 4.0 to 5.0.
    .

Air AccelerationREWORK
  • Decreased acceleration by
    50.0%Decreased from 40 to 20.
    .

Air FrictionREWORK
  • Decreased friction by
    11.8%Decreased from 3.4 to 3.0.
    .

Gravity MultiplierREWORK
  • Increased gravity by
    18.3%Increased from 0.93 to 1.1.
    .

Jump SpeedREWORK
  • Increased horizontal size by
    12.2%Increased from 8.2 to 9.2.
    .

SizeREWORK
  • Increased size by
    5.33%Increased from 1.5 to 1.58.
    .

JabREWORK
  • Active time decreased from 4f to 3f.
  • Damage increased from 3% to 4%.
  • Base knockback increased from 3.0 to 5.0.
  • Knockback scaling decreased from 0.05 to 0.045.
  • Can no longer be canceled into self.
  • Can now be cancelled into Forward Tilt, Up Tilt, and Down Tilt.
  • Launch angle changed from
     45 to
     40.
  • Hitbox Size:
    • Decreased horizontal size by
      25.3%Decreased from 6.7 to 5.0.
      .
    • Decreased vertical size by
      8.6%Decreased from 3.5 to 3.2.
      .

Forward TiltNEW MOVE
  • The jab clone has been replaced with a long ranged multihit.

Up TiltNEW MOVE
  • The long, extendable multihit has been moved to up strong and replaced with a short multihit.

Down TiltNEW MOVE
  • The scythe summon has been replaced with a combo hitgrab.

Dash AttackREWORK
  • Startup increased from 5f to 7f.
  • Active time decreased from 13f to 11f.
  • Endlag increased from 5f to 10f.
  • Movement entirely reworked.
  • Sweetspot:
    • Damage decreased from 9% to 8%.
    • Base knockback increased from 8.0 to 9.0.
    • Knockback scaling decreased from 0.11 to 0.09.
    • Launch angle changed from
       60 to
       35.
  • Sourspot:
    • Damage decreased from 5% to 4%.
    • Base knockback increased from 4.0 to 6.0.
    • Knockback scaling decreased from 0.07 to 0.06.
  • Hitbox Size:
    • Increased horizontal size by
      11.7%Increased from 3.4 to 3.8.
      .
    • Decreased vertical size by
      11.1%Decreased from 5.4 to 4.8.
      .

Side StrongREWORK
  • Startup changed from 12 + Charge + 2 [14f] to 11 + Charge + 3 [14f].
  • Active time decreased from 4f to 3f.
  • Endlag decreased from 12f to 19f.
  • Movement distance now increases when charged.
  • Removed sourspot.
  • Base knockback decreased from 7.0 to 6.0.
  • Knockback scaling decreased from 0.20 to 0.16.
  • Launch angle changed from
     40 to
     45.
  • Hitbox Size:
    • Completely redone.

Up StrongNEW MOVE
  • The cloak burst has been replaced with a multihit similar to the old up tilt.

Down StrongNERF
  • Startup increased from 12 + Charge + 3 [15f] to 15 + Charge + 4 [19f].
  • Endlag increased from 15f to 24f.
  • Damage increased from 9% to 13%.
  • Base knockback decreased from 6.0 to 5.0.
  • Knockback scaling decreased from 0.14 to 0.11.
  • Launch angle changed from
     30 to
     50.
  • Hitbox Size:
    • Decreased horizontal size by
      10.1%decreased from 17.8 to 16.0.
      .
    • Decreased vertical size by
      12.9%decreased from 6.2 to 5.4.
      .

NairREWORK
  • Active time decreased from 4f to 3f.
  • Endlag decreased from 8f to 7f.
  • Damage increased from 3% to 4%.
  • Now has 4f of landing lag when landing within a specific window.
  • Base knockback increased from 3.0 to 5.0.
  • Knockback scaling decreased from 0.05 to 0.045.
  • Can no longer be canceled into self.
  • Launch angle changed from
     45 to
     40.
  • Hitbox Size:
    • Decreased horizontal size by
      25.3%Decreased from 6.7 to 5.0.
      .
    • Decreased vertical size by
      8.6%Decreased from 3.5 to 3.2.
      .

Forward Air (Dash Slash)MAJOR REWORK
  • Still the same concept, but completely remade in every way.

Back AirNEW MOVE
  • The massive, long-range, high power scythe slash has been replaced with a low knockback combo move.

Up AirREWORK
  • Startup increased from 5f to 8f.
  • Active time decreased from [3 (1)] x7, 3 [31f] to 4 x5 [20f].
  • Endlag increased from 12f to 16f.
  • Usage cooldown decreased from 28f to 18f.
  • Movement completely reworked.
  • Damage decreased from 2% x7, 3% [17%] to 2% x4, 4% [12%].
  • Base knockback increased from 3.5 x7, 7.0 to 7.0, 4.0 x3, 8.0.
  • Knockback scaling decreased from 0.00 x7, 0.12 to 0.00 x4, 0.09.
  • Launch angle changed from
     80 x8 to
     80 x5.
  • Hitbox Size:
    • Decreased horizontal size by
      27.5%Decreased from 5.1 to 3.7.
      .
    • Decreased vertical size by
      27.7%Decreased from 5.4 to 3.9.
      .

Down AirREWORK
  • Startup increased from 6f to 7f.
  • Active time decreased from [2 (1)] x8, 6f [30f] to 4 x4 [16f].
  • Endlag increased from 9f to 13f.
  • Final hit now bounces upwards.
  • Damage redistributed from 1% x8, 4% [12%] to 2% x3, 6% [12%].
  • Base knockback decreased from 1.0 x8, 5.0 to 1.0 x3, 8.0.
  • Knockback scaling decreased from 0.0 x8, 0.20 to 0.0 x3, 0.07.
  • Hitbox Size (Hits 1-3):
    • Decreased horizontal size by
      12.3%Decreased from 6.5 to 5.7.
      .
    • Decreased vertical size by
      40.0%Decreased from 2.5 to 1.5.
      .
  • Hitbox Size (Hit 4):
    • Decreased horizontal size by
      12.3%Decreased from 6.5 to 5.7.
      .
    • Decreased vertical size by
      3.57%Decreased from 2.8 to 2.7.
      .

Neutral Special : Chronus CoinNEW MOVE
  • The overpowered multihit field has been replaced with a limited stunning combo tool.

Side Special : Throwing SickleREWORK
  • Endlag increased from 6f to 16f.
  • No longer effects momentum.
  • Removed limit on how many sickles can be out at once.
  • Base knockback increased from 3.0 to 5.0.
  • Knockback scaling decreased from 0.08 to 0.07.
  • Launch angle changed from
     76 to
     60.
  • Launch angle now changes to
     120 later in the active frames.

Up Special : Hover PlumeMAJOR REWORK
  • Can now move in any direction, and cancel into any attack.

Down Special : Skeletal SentryNEW MOVE
  • The self heal has been replaced with a summonable skeleton that shoots three bullets.

Dig JumpREWORK
  • Base knockback increased from 3.0 to 5.0.
  • Knockback scaling decreased from 0.08 to 0.05.
  • Launch angle changed from
     83 to
     80.
  • Hitbox Size:
    • Increased horizontal size by
      52.9%Increased from 1.7 to 3.1.
      .
    • Decreased vertical size by
      20.0%Decreased from 1.0 to 0.8.
      .

GrabREWORK
  • Startup increased from 4f to 5f.
  • Active time increased from 2f to 3f.
  • Endlag increased from 7f to 12f.
  • Hitbox Size:
    • Decreased horizontal size by
      6.25%Decreased from 3.2 to 3.0.
      .
    • Increased vertical size by
      72.7%Increased from 1.1 to 1.9.
      .

Forward ThrowNEW MOVE
  • The skeleton blast has been replaced with an overhead kill throw toss.

Back ThrowNEW MOVE
  • The flying toss has been replaced with a combo throw.

Up ThrowNEW MOVE
  • The soul bounce has been replaced with a vertical kill throw.

Down ThrowNEW MOVE
  • The scythe spin has been replaced with a knockdown.

Forward DodgeNEW MOVE
  • The quick skate has been replaced with a teleport dodge.

Back DodgeNEW MOVE
  • The quick skate has been replaced with a teleport dodge.

Spot DodgeNEW MOVE
  • The skate trick has been replaced with a teleport dodge.

Spot DodgeNEW MOVE
  • The hover has been replaced with a teleport dodge.

Ultra : Judgement ScytheNEW MOVE
  • The transformation has been replaced with a fullscreen projectile.

LAPADDITION
  • Added LAP support using the tag "Z_BOF_SpecterKnight"

v1.0 (October 3rd, 2022)
Initial Release!