Smack Studio / The Molten Express

The Molten Express
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
Magma Ball
Flaming Charge
Ghost Rails
Soul Steal
Grabs / Throws
Grab
Forward Throw
Back Throw
Up Throw
Down Throw
Dodges
Forward Dodge
Back Dodge
Spot Dodge
Air Dodge
Ultra
Infernal Engine
Other Things
Taunt
Alternate Colors
Update History
v3.2
v3.1
v3.0
v2.0
v1.1
v1.0
Concept Art



- Smack Studio: The Molten Express -
THE MOLTEN EXPRESS


2.0

5.0

16.0

7.0

9.0

6.0

14.0

0.0

3.5

16.0

1

6f

Z_BOF_MoltenExpress

OVERVIEW

The Molten Express (abbreviated here as T.M.E.) is a unique combination of a both a rushdown character and a heavyweight fighter. Its movement and attack speed are top notch, featuring the fastest movement and attacks in the game. In addition, it has the best defence in the game and has many of the strongest attacks in the game. However, T.M.E. is not without fault. Its recovery is particularly bad, being the slowest in the game and having poor vertical hieght gain. It is also one of the largest characters, making it quite easy to combo.

T.M.E.'s movement is very unique. It has the fastest run speed in the game, and the fastest air speed in the game. The defining stat, however, it its incredibly low friction. It slides a very far distance before stopping, allowing for the transfer of running momentum into an attack. The downside of being unable to stop is also nullified, thanks to its incredibly fast dash attack that stops all momentum.

T.M.E. has many combo starters, with Jab 1, Down Tilt, and Dash Attack all leading to multiple different followup options. Forward Tilt, Forward Strong, and Up Strong are all great kill options, with the latter two being almost as strong as some ultras.

 The Molten Express is a fast and durable character who rushes down opponents with fast attacks and good combos.

PROS   /   CONS
  • Tank: T.M.E. has the highest defense in the game, allowing it to survive strong hits and recover less often then other characters.
  • Kill Power: T.M.E. has some of the absolute strongest attacks in the game, killing opponents at very low damages. Some of his strong attacks reach power levels higher than those found even on ultras. In addition, attacks that don't have this high knockback tend to have other utility, such as high damage or combo uses.
  • Speed: With the fastest ground and air speed in the game, T.M.E. is easily able to close the gap and rush in to hit oppoents.
  • Drift: Combined with its high speed, T.M.E.'s low friction allows it to slide into opponents while doing attacks, letting it cover much more area with hitboxes than normal. In addition, T.M.E.'s extremely quick dash attack stops it in place instantly, letting it cancel momentum when it would put it in danger.
  • Frame Data: T.M.E. has the overall quickest basic attacks in the game, all of which feature great combo utility and low recovery.
  • Combo Food: T.M.E. is the largest character in the game, and combined with its high gravity, this makes it easy to combo and juggle.
  • Awkward Movement: While T.M.E.'s movement is fast, it is also quite awkward to use. It generally lacks smoothness to it, needing to stop and go in straight directions.
  • Poor Recovery: Ghost Rails is a very poor recovery, with a very slow duration and very low height gain. While Flaming Charge is a good horizontal recovery tool, it doesn't offer much if T.M.E. is already below the ledge.
  • Hitbox Diversity: Most of T.M.E.'s hitboxes all hit the same general area in front of it, leaving some areas uncovered and safe for the opponent.
  • Dead Zones: Due to how large T.M.E. is, many of its attacks will whiff if the opponent is too close.
Frame Data Grid Key
Frame Data Bar Key

- Normal Attacks -
Jab
Launch Slam Burn
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Jab 1
4%
7.0
0.00
 90
2
2
7
-
Jab 2
Jab 2
5%
7.5
0.15
 -85
4
2
9
-
Jab 3
Jab 3
6%
7.0
0.08
 40
3
6
4
-
-
Jab 1:
 Total: 11
Jab 2:
 Total: 15
Jab 3:
 Total: 13
The quickest jab in the game overall.

Jab 1 is one of the fastest moves in the game, and easily combos into all of T.M.E.'s tilts due to its unique upward launch.

Jab 2 puts the opponent in a knockdown from around 30% onwards, allowing for loops or combos into other attacks.

Jab 3 has decent damage and weak knockback, but is the single quickest option out of Jab 2 due to bypassing Jab 2's recovery.
Forward Tilt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Tilt
7%
5.5
0.13
 30
4
5
6
-
-
Forward Tilt:
 Total: 15
A long range attack with high speed. It is very strong for a forward tilt, having similar power to some of the weaker strong attacks.
Up Tilt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Tilt
5%
8.0
0.08
 90
5
3
6
-
-
Up Tilt:
 Total: 14
An incredibly fast anti-air that combos into itself. It generally won't kill at reasonable damage %'s, but is a good tool in combos.
Down Tilt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Tilt
5%
9.0
0.06
 85
5
5
3
-
Jump (On Hit)
Down Tilt:
 Total: 13
  - Jump cancellable on hit.

A quick fire burst that leads to easy combos with its jump cancel, and leads to similar combos as Jab 1.
Dash Attack
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Dash Attack
2%
7.0
0 x4, 0.01
 80
2
2
4
-
-
Dash Attack:
 Total: 8
  - Stops momentum on frame 1.

An incredibly fast attack that combos into nearly all of T.M.E.'s attacks, even a grab. Unlike most dash attacks, this is mainly a close range attack rather than a burst movement option. Its main weakness is actually in its input; due to being a dash attack, it moves forward during the dash before stopping to do the attack. This means it is very hard to hit opponents too close to T.M.E..
- Strong Attacks -
Side Strong
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Strong
17%
6.0
0.21
 45
9 + Charge + 2
4
21
-
-
Forward Strong:
 Total: 36
  - Backward velocity on 13~36F.
  - Velocity's magnitude can be influenced by holding forward or backward.

An extremely powerful attack as strong as some ultras. Its movement can be a bit unwieldy to work with, as the movement may make the attack whiff when it wouldn't have otherwise. On the other hand, the movement can get T.M.E. away from the opponent if they play around this flaw. Overall one of T.M.E.'s best attacks and kill options.
Up Strong
Effects don't show up in the export :(
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Strong
16%
7.0
0.20
 90
12 + Charge + 2
2
11
-
-
Up Strong:
 Total: 27
A slow but massive disjointed anti-air with very high kill power similar to some ultras. Its slow speed and low active frames make it easily air dodge-able, but it's great for opponents already committed to an action.
Down Strong
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Strong
21%
3.0
0.14
 
11 + Charge + 4
17
6
-
-
Down Strong:
 Total: 38
  - Front hit knockback:
 50
  - Back hit knockback:
 130

T.M.E.'s slowest strong attack. It covers T.M.E.'s entire body in fire, dealing extremely high damage and being active for almost half a second. However, it also has very low base knockback, making it very unsafe to use at low damage %'s.
- Aerial Attacks -
Neutral Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Neutral Air
7%
7.0
0.13
 50
4
5
7
7
-
Neutral Air:
 Total: 16
T.M.E.'s strongest aerial knockback-wise, and also tied for its fastest. A very useful aerial overall.
Forward Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Air
5%
7.0
0.12
 -80
8
3
8
7
-
Forward Air:
 Total: 19
Forward air is a short range spike with similar range to neutral air. Using it while falling covers a large amount of space, but it can otherwise be a bit hard to land due to its low active time.
Back Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Air
8%
6.0
0.09
 145
5
3
10
7
-
Back Air:
 Total: 18
A decently powerful aerial that is very large for its speed. Extends T.M.E.'s hurtbox, but this isn't usually a problem since the extension is in the hitbox.
Up Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Air
5%
9.0
0.11
 90
6
4
7
7
-
Up Air:
 Total: 16
T.M.E.'s main juggling aerial, and a decent kill option if at high damage %'s. It is one of T.M.E.'s smallest attacks.
Down Air
Hit 1
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Air
3% x2, 5%
[GRAB] x2, 5.0
[GRAB] x2, 0.16
[GRAB] x2,
 -90
10
1 (5) 1 (5) 2
7
10
-
Down Air:
 Total: 31
  - Stops all momentum on hit.

A very active multi-hit spike. Due to how long the move's total duration is, it can be very bad to whiff offstage considering T.M.E.'s poor recovery.
- Special Attacks -
Neutral Special : Magma Ball
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Neutral Special
-
-
-
-
11
P
13
~
-
Magma Ball
7%
4.0
0.06
 60
-
120
-
-
-
Neutral Special:
 Total: 25
Magma Ball:
 Total: 120
A weak, arcing projectile. It covers angles that most of T.M.E.'s attacks do not, making it a useful tool to pressure opponents. Jumping before the attack makes it cover a farther area.
Side Special : Flaming Charge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Side Special
9%
1.5
0.16
 40
40
{ 2, P } x10, { (2) P } x3
10
~
-
Side Special (Fail)
-
-
-
-
-
-
41
~
-
Fire Trail
1% x2
-
-
-
-
8 (1) 7
-
-
-
Side Special:
 Total: 76
Side Special (Fail):
 Total: 41
Fire Trail:
 Total: 16
  - Stops momentum on frame 1, but only if it has not been used.
  - Forward velocity on 40~65F.
  - Can only be used in the air once.

An invincible charge attack with very long startup. The fire trail it leaves deals no knockback, but can rack up very high damage if the opponent stays in it. Though the charge does not have high knockback, it tends to keep opponents stuck in the fire trail for a long time due to its knockback angle. The fast and far distance combined with the invincibility make this T.M.E.'s main horizontal recovery tool.
Up Special : Ghost Rails
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Ghost Rails
-
-
-
-
-
-
63
~
-
Up Special:
 Total: 63
  - Diagonal velocity on 1~63F.
  - Can only be used in the air once.

Ghost rails is T.M.E.'s recovery, and not a very good one at that. Not only is it the slowest recovery move in the game, but it is also one of the absolute worst distance wise. It is also very vulnerable due to it's complete lack of hitboxes. Despite this, T.M.E. still makes heavy use of it, as it is still vital to surviving offstage. Its one positive trait is the lack of freefall afterwards, allowing for an jump / airdodge for more height or a side special to get farther vertically.
Down Special : Soul Steal
Catch Burn
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Counter
-
-
-
-
8
17
20
~
Down Special Attack (On Catch)
Attack
20%
7.2
0.09
 
5
16
12
~
-
Counter:
 Total: 45
Attack:
 Total: 33
  - Front hit knockback:
 30
  - Back hit knockback:
 150
  - Stops momentum on frame 1.
  - Falling speed is slowed for the move's duration.
  - Damages self for 10% total during active frames.
  - Heals self for 20% on attack hit.

A risky counter with high reward, having high active frames but equally high recovery. On whiff, deals 10% in total self-damage, and leaves T.M.E. very vulnerable. On hit, heals T.M.E. for 20% minus whatever was lost during the catch frames, and deals high damage to the opponent. Due to the self damage it isn't a good idea to spam it, but the high reward on hit makes it a valuable option.
- Grabs / Throws -
Grab
Max horizontal distance
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Grab
[GRAB]
[GRAB]
[GRAB]
[GRAB]
5
10
9
-
-
Grab:
 Total: 23
A longer range grab with below average speed but high active frames. Very useful during a dash due to the long distance travelled.
Forward Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Throw
9%
9.0
0.10
 65
8
T
10
-
-
Forward Throw:
 Total: 18
  - Forward velocity on 3~18F.
  - Can be jump cancelled after the throw.

A unique throw with both forward momentum and a jump cancel. Combos into back air at low percents.
Back Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Throw
1% x3, 2% x4, 3%
[GRAB] x7, 12.0
[GRAB] x7, 0.02
[GRAB] x7,
 120
8
{ 2 (1) } x7, T
2
-
-
Back Throw:
 Total: 32
The highest damage throw in the game. Has weak knockback scaling, but high enough base knockback that the opponent is always far enough away to be advantaged,,
Up Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Throw
4%
12.0
0.10
 90
16
T
7
-
-
Up Throw:
 Total: 23
T.M.E.'s best kill throw. Launches too far for any combos, and does very little damage.
Down Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Throw
5%
8.0
0.04
 60
6
T
5
-
-
Down Throw:
 Total: 12
Incredibly fast throw mainly used for combos.
- Dodges -
Forward Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Dodge
-
-
-
-
-
-
22
-
-
Forward Dodge:
 Total: 22
  - Forward velocity on 1~15F.
  - Unlike other forward dodges, does not flip T.M.E.'s direction.

Slightly slower than most dodges, with an extra invulnerable frame and farther movement.
Back Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Dodge
-
-
-
-
-
-
22
-
-
Forward Dodge:
 Total: 22
  - Backward velocity on 1~15F.

Slightly slower than most dodges, with an extra invulnerable frame and farther movement.
Spot Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Spot Dodge
-
-
-
-
-
-
18
-
-
Spot Dodge:
 Total: 18
  - Unlike other spot dodges, flips T.M.E.'s direction.

Slightly slower than most dodges, with an extra invulnerable frame.
Air Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Air Dodge
-
-
-
-
-
-
22
-
-
Air Dodge:
 Total: 22
  - Directional velocity on 1~20F.

Slightly slower than most dodges, with an extra invulnerable frame.
- Ultra -
Ultra : Infernal Engine
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Ultra
-
-
-
-
1 + Superflash + 5
P
33
~
-
Engine
1% x13, 8%
5.0 x13, 7.0
0.0 x13, 0.0
 50 x13,
 50,
11
19 x12, 12 (3) 5
-
-
-
Ultra:
 Total: 39
Engine:
 Total: 259
A large, extremely long lasting space-control projectile, existing for about 6 full seconds. Traps opponents for a long time, letting T.M.E. set up for followups and ruack up damage. Is completely unable to kill otherwise, and does lower damage for a super.
- Other Things -
Taunt
Once again, no effects :(
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Taunt
1%
13.0
0.0
 90
6
10
14
-
-
Taunt:
 Total: 30
Taunt with a hitbox. Launches too far to combo like up tilt, and too close to kill like upstrong. It also has a longer total duration than either, making it not that useful overall.
Alternate Colors
Color 01 Default. Created by Bread on Fire.
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
v3.2 (November 22st, 2024)
Overview
  • This is part of a roster-wide change in how landing lag works due to a shift in my perspective.

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

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

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

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

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

v3.1 (November 4th, 2024)
Neutral Special : Magma BallBUFF
  • Startup increased from 11f to 12f.
  • Endlag decreased from 13f to 10f.
  • Base knockback increased from 4.0 to 6.0.
  • Knockback scaling increased from 0.06 to 0.07.
  • Launch angle changed from
     60 to
     65.

Ultra : Infernal EngineNERF
  • Invincible frames decreased from 24f to 10f

LAPADDITION
  • Added LAP support using the tag "Z_BOF_MoltenExpress"

v3.0 (February 13th, 2024)
AnimationsVISUAL
  • Steam effects overhauled.

Run SpeedNERF
  • Decreased speed by
    12.5%Decreased from 8 to 7.
    .

Air SpeedNERF
  • Decreased speed by
    14.3%Decreased from 7 to 6.
    .

Gravity MultiplierNERF
  • Increased gravity by
    34.6%Increased from 2.6 to 3.5.
    .

Jump SpeedBUFF
  • Increased speed by
    6.66%Increased from 15 to 16.
    .

Defense MultiplierNERF
  • Decreased multiplier by
    9.09%Decreased from 2.2 to 2.0.
    .

Jab 2REWORK
  • Startup increased from 3f to 4f.
  • Endlag increased from 5f to 9f.
  • Cancel window moved from 8~9F to 12~15F.
  • Base knockback increased from 5.0 to 7.5.
  • Launch angle changed from
     -90 to
     -85.

Jab 3BUFF
  • Damage increased from 5% to 6%.
  • Base knockback increased from 6.0 to 7.0.
  • Knockback scaling increased from 0.06 to 0.08.

Forward TiltNEW MOVE
  • The metal plate swing has been replaced with a metal plate push.

Up TiltNEW MOVE
  • The smokestack swing has been replaced with a quick flame pillar, similar to the old up strong.

Down TiltREWORKBUG FIX
  • Startup increased from 3f to 5f.
  • Active time decreased from 6f to 4f.
  • Endlag decreased from 4f to 3f.
  • Cancel window moved from 4~12F to 6~13F.
  • Now uses crouching hurtbox instead of standing hurtbox.

Dash AttackNEW MOVE
  • The multihit spark spray has been replaced with a quick spark burst.

Forward StrongREWORK
  • Active time decreased from 6f to 4f.
  • Endlag increased from 19f to 21f.
  • Movement frames changed from 14~36F to 13~36F.
  • Recoil hitbox removed.
  • Base knockback increased from 4.0 to 6.0.

Up StrongNEW MOVE
  • The flame pillar has been replaced with a slow explosion.

Down StrongREWORK
  • Active time decreased from 17f to 15f.
  • Endlag increased from 6f to 8f.
  • Removed differing back and front knockback.
  • Removed sourspot.
  • Removed unintentional invulnerability at end of the attack.
  • Damage increased from 20% to 21%.
  • Base knockback increased from 1.0 to 3.0.
  • Knockback scaling decreased from 0.15 to 0.14.
  • Launch angle changed from
     44 to
     50.

Neutral AerialBUFF
  • Damage increased from 6% to 7%.

Forward AerialREWORK
  • Startup increased from 7f to 8f.
  • Endlag increased from 6f to 8f.
  • Damage decreased from 6% to 5%.
  • Knockback scaling increased from 0.11 to 0.12.

Back AerialREWORK
  • Startup increased from 4f to 5f.
  • Active time decreased from 4f to 3f.
  • Endlag increased from 8f to 10f.
  • Damage increased from 7% to 8%.
  • Base knockback increased from 5.0 to 6.0.
  • Knockback scaling decreased from 0.10 to 0.09.

Up AerialREWORK
  • Startup increased from 5f to 6f.
  • Active time increased from 3f to 4f.
  • Endlag decreased from 8f to 7f.
  • Damage decreased from 6% to 5%.
  • Base knockback increased from 7.0 to 9.0.
  • Knockback scaling increased from 0.10 to 0.11.

Down AerialREWORK
  • Startup increased from 7f to 10f.
  • Endlag decreased from 21f to 7f.
  • Multihits:
    • Damage increased from 2% x2 to 3% x2.

Neutral Special : Magma BallBUFF
  • Endlag decreased from 14f to 13f.
  • Projectile:
    • Damage increased from 6% to 7%.

Forward Special : Flaming ChargeREWORK
  • Active time decreased from { 2, P } x13, 10 [36f] to { 2, P } x10, { (2) P } x3 [26f].
  • Endlag increased from 0f to 10f.
  • Invincible frames decreased from 41~76f to 41~60f.
  • No longer stops momentum if it has already been used in the air.
  • Damage decreased from 10% to 9%.
  • Base knockback increased from 1.0 to 1.5.
  • Knockback scaling increased from 0.13 to 0.16.
  • Hitbox Size:
    • Decreased horizontal size by
      9.1%Decreased from 2.2 to 2.0.
      .
    • Decreased vertical size by
      15.4%Decreased from 5.2 to 4.4.
      .

Up Special : Ghost RailsREWORK
  • Completely changed hurtbox to fit T.M.E. more closely.

Down Special : Soul AbsorbNERF
  • Momentum is now only slowed on counter catch.
  • Now does 1% of self damage on frames 8, 10, 12, 14, 16, 18, 20, 22, 24, and 26 (10% damage total).

GrabNERF
  • Endlag increased from 8f to 9f.

Forward ThrowREWORK
  • Damage decreased from 10% to 9%.
  • Base knockback increased from 7.0 to 9.0.
  • Can now be jump cancelled.

Back ThrowNERF
  • Damage decreased from 2% x7, 5% to 1% x3, 2% x4, 3%.
  • Base knockback decreased from 13.0 to 12.0.

Up ThrowBUFF
  • Knockback scaling increased from 0.08 to 0.10.

Down ThrowBUFF
  • Endlag decreased from 6f to 5f.
  • Base knockback decreased from 9.0 to 8.0.

Forward DodgeREWORK
  • Endlag increased from 18f to 22f.
  • Distance travelled increased by
    7.4%Decreased from 135 to 145.
    .

Back DodgeREWORK
  • Endlag increased from 18f to 22f.
  • Distance travelled increased by
    7.4%Decreased from 135 to 145.
    .

Spot DodgeREWORK
  • Endlag increased from 16f to 18f.
  • Invincible frames increased from 11f to 12f

Air DodgeREWORK
  • Endlag increased from 20f to 22f.
  • Invincible frames increased from 11f to 12f

Ultra : Infernal EngineNERF
  • Invincible frames decreased from 1~39f to 1~24f.

TauntBUFF
  • Now has a hitbox.

v2.0 (November 26th, 2023)
AnimationsVISUAL
  • Glow effects overhauled.
  • Added taunt animation.
  • Added entrance animation.

Hurtbox SizeBUFF
  • Decreased horizontal size by
    17.6%Decreased from 9.1 to 7.5.
    .
  • Decreased vertical size by
    8.3%Decreased from 6.0 to 5.5.
    .

Landing LagBUFF
  • Decreased from 8f to 5f.

Air SpeedBUFF
  • Increased speed by
    57.1%Increased from 3 to 7.
    .

Air AccelerationNERF
  • Decreased acceleration by
    22.2%Decreased from 18 to 14.
    .

Air FrictionNERF
  • Decreased acceleration by
    100%Decreased from 1 to 0.
    .

Gravity MultiplierNERF
  • Increased gravity by
    18.2%Increased from 2.2 to 2.6.
    .

Jump SpeedBUFF
  • Increased speed by
    7.1%Increased from 14 to 15.
    .

Defense MultiplierNERF
  • Decreased multiplier by
    26.7%Decreased from 3.0 to 2.2.
    .

Size MultiplierREWORK
  • Increased multiplier by
    20.0%Increased from 1.0 to 1.2.
    .

Jab 1REWORK
  • Startup decreased from 3f to 2f.
  • Active time decreased from 3f to 2f.
  • Endlag increased from 13f to 6f.
  • Cancel window moved from 10~19F to 7~10F.
  • Damage increased from 3% to 4%.
  • Extra hitstun
    removedDecreased from 0.2s to 0s.
    .
  • Hitbox Size:
    • Increased horizontal size by
      4.3%Increased from 4.6 to 4.8.
      .
    • Decreased vertical size by
      39.2%Decreased from 2.8 to 1.7.
      .

Jab 2REWORK
  • Startup decreased from 4f to 3f.
  • Active time decreased from 4f to 2f.
  • Endlag increased from 7f to 4f.
  • Cancel window moved from 13~21F to 8~9F.
  • Damage decreased from 7% to 5%.
  • Knockback scaling increased from 0.01 to 0.10.
  • Extra hitstun
    removedDecreased from 0.2s to 0s.
    .
  • Hitbox Size:
    • Increased horizontal size by
      26.3%Increased from 3.8 to 4.8.
      .
    • Decreased vertical size by
      63.1%Decreased from 4.6 to 1.7.
      .

Jab 3NEW MOVE
  • The metal plate smack has been replaced with a flame burst (similar to the old forward tilt).

Forward TiltNEW MOVE
  • The flame burst has been replaced with a metal plate smack (similar to the old jab 3).

Up TiltREWORK
  • Startup decreased from 13f to 8f.
  • Active time decreased from 11f to 8f.
  • Endlag increased from 4f to 8f.
  • Sweetspot 1:
    • Damage increased from 8% to 12%.
    • Base knockback increased from 6.0 to 8.0.
    • Knockback scaling increased from 0.07 to 0.11.
    • Launch angle changed from
       85 to
       75.
    • Hitbox Size:
      • Decreased horizontal size by
        32.6%Decreased from 4.9 to 3.3.
        .
      • Decreased vertical size by
        7.5%Decreased from 4.0 to 3.7.
        .
  • Sourspot 1:
    • Damage increased from 4% to 7%.
    • Base knockback increased from 3.0 to 6.0.
    • Knockback scaling increased from 0.05 to 0.09.
    • Launch angle changed from
       30 to
       50.
    • Hitbox Size:
      • Increased horizontal size by
        7.8%Increased from 3.8 to 3.5.
        .
      • Decreased vertical size by
        28.5%Decreased from 4.2 to 3.0.
        .
  • Sweetspot 2:
    • Damage increased from 8% to 12%.
    • Base knockback decreased from 8.0 to 7.0.
    • Knockback scaling decreased from 0.16 to 0.13.
    • Launch angle changed from
       20 to
       60.
    • Hitbox Size:
      • Decreased horizontal size by
        21.2%Decreased from 6.6 to 5.2.
        .
      • Decreased vertical size by
        4.7%Decreased from 4.2 to 4.0.
        .
  • Sourspot 2:
    • Damage increased from 5% to 6%.
    • Base knockback increased from 3.0 to 5.0.
    • Knockback scaling increased from 0.05 to 0.07.
    • Launch angle changed from
       30 to
       80.
    • Hitbox Size:
      • Increased horizontal size by
        15.8%Increased from 3.8 to 4.4.
        .
      • Decreased vertical size by
        19.1%Decreased from 4.2 to 3.4.
        .

Down TiltREWORK
  • Startup decreased from 5f to 3f.
  • Active time decreased from 8f to 6f.
  • Endlag increased from 2f to 3f.
  • Removed sourspot.
  • Damage decreased from 8% to 5%.
  • Base knockback increased from 5.0 to 9.0.
  • Knockback scaling decreased from 0.13 to 0.06.
  • Launch angle changed from
     80 to
     85.
  • Can now be jump canceled on hit.
  • No longer changes defense multiplier.

Dash AttackREWORK
  • Endlag decreased from 9f to 6f.
  • Launcher:
    • Damage decreased from 6% to 2%.
    • Base knockback increased from 7.0 to 9.0.
    • Knockback scaling decreased from 0.08 to 0.01.
    • Launch angle changed from
       50 to
       60.
    • Hitbox Size:
      • Increased horizontal size by
        5.1%Increased from 5.8 to 6.1.
        .
      • Decreased vertical size by
        10.3%Decreased from 5.8 to 5.2.
        .

Forward StrongREWORK
  • Startup decreased from 14f to 11f.
  • Active time decreased from 11 (2) 6f to 6f.
  • Endlag increased from 8f to 19f.
  • Charge frame moved from frame 13 to frame 9.
  • Hatch hitbox removed.
  • Attack can now move off of platforms.
  • Momentum can now be influenced by holding left or right.
  • Sourspot:
    • Damage increased from 3% to 4%.
    • Base knockback increased from 6.0 to 7.0.
    • Knockback scaling increased from 0.005 to 0.04.
    • Launch angle changed from
       180 to
       160.
  • Sweetspot:
    • Damage increased from 15% to 17%.
    • Base knockback decreased from 8.0 to 4.0.
    • Knockback scaling increased from 0.18 to 0.21.
    • Launch angle changed from
       40 to
       45.
    • Extra hitstun
      removedDecreased from 0.2s to 0s.
      .
    • Hitbox Size:
      • Decreased horizontal size by
        28.0%Decreased from 5.0 to 3.6.
        .
      • Decreased vertical size by
        34.8%Decreased from 4.3 to 2.8.
        .

Down StrongREWORK
  • Startup decreased from 17f to 15f.
  • Endlag decreased from 13f to 11f.
  • Front Sweetspot:
    • Base knockback decreased from 6.0 to 1.0.
    • Launch angle changed from
       35 to
       55.
    • Hitbox Size:
      • Decreased horizontal size by
        12.5%Decreased from 5.6 to 4.9.
        .
      • Decreased vertical size by
        8.2%Decreased from 7.3 to 6.7.
        .
  • Back Sweetspot:
    • Damage increased from 16% to 22%.
    • Base knockback decreased from 8.0 to 2.0.
    • Knockback scaling increased from 0.12 to 0.14.
    • Hitbox Size:
      • Decreased horizontal size by
        12.5%Decreased from 5.0 to 4.4.
        .
      • Decreased vertical size by
        12%Decreased from 7.3 to 6.7.
        .

Neutral AerialREWORK
  • Startup decreased from 5f to 4f.
  • Active time increased from 4f to 5f.
  • Endlag decreased from 15f to 6f.
  • Damage decreased from 5% to 6%.
  • Knockback scaling increased from 0.10 to 0.13.
  • Launch angle changed from
     60 to
     50.
  • Hitbox Size:
    • Decreased horizontal size by
      38.7%Decreased from 4.9 to 3.0.
      .
    • Decreased vertical size by
      35.4%Decreased from 4.8 to 3.1.
      .

Forward AerialREWORK
  • Startup increased from 4f to 5f.
  • Active time decreased from 6f to 3f.
  • Removed charge frame.
  • Damage decreased from 5% to 6%.
  • Base knockback decreased from 9.0 to 7.0.
  • Knockback scaling decreased from 0.015 to 0.11.
  • Hitbox Size:
    • Increased horizontal size by
      45.0%Increased from 2.0 to 2.9.
      .
    • Decreased vertical size by
      50.0%Decreased from 4.0 to 2.0.
      .

Back AerialREWORK
  • Startup increased from 2f to 4f.
  • Active time decreased from 6f to 4f.
  • Endlag increased from 4f to 7f.
  • Removed sourspot.
  • Damage decreased from 8% to 7%.
  • Base knockback decreased from 6.0 to 5.0.
  • Knockback scaling decreased from 0.16 to 0.10.
  • Launch angle changed from
     170 to
     145.
  • Hitbox Size:
    • Decreased horizontal size by
      27.6%Decreased from 4.7 to 3.4.
      .

Up AerialREWORK
  • Active time decreased from 6f to 3f.
  • Endlag decreased from 6f to 7f.
  • Removed charge frame.
  • Damage decreased from 7% to 6%.
  • Base knockback increased from 5.0 to 7.0.
  • Knockback scaling increased from 0.09 to 0.10.
  • Launch angle changed from
     85 to
     90.
  • Hitbox Size:
    • Decreased horizontal size by
      46.6%Decreased from 4.5 to 2.4.
      .
    • Decreased vertical size by
      30.7%Decreased from 3.9 to 2.7.
      .

Down AerialREWORK
  • Startup increased from 4f to 7f.
  • Active time changed from 3 (5) 3 (5) 3f to 1 (5) 1 (5) 2f.
  • Endlag increased from 18f to 21f.
  • Removed charge frame.
  • Momentum change now only occurs on hit.
  • Multihits:
    • Damage decreased from 2 x2% to 1 x2%.
    • Now grab the opponent.
  • Launcher:
    • Damage decreased from 8% to 5%.
    • Base knockback decreased from 6.0 to 5.0.
    • Knockback scaling decreased from 0.17 to 0.1.
    • Extra hitstun
      removedDecreased from 0.2s to 0s.
      .
    • Hitbox Size:
      • Increased horizontal size by
        3.2%Increased from 3.1 to 3.2.
        .
      • Increased vertical size by
        3.4%Increased from 2.9 to 3.0.
        .

Neutral Special : Magma BallREWORK
  • Startup decreased from 11f to 10f.
  • Endlag decreased from 15f to 13f.
  • Projectile:
    • Damage increased from 2% to 6%.
    • Base knockback increased from 2.0 to 4.0.
    • Knockback scaling increased from 0.05 to 0.06.
    • Launch angle changed from
       0 to
       60.

Side Special : Flaming ChargeREWORK
  • Damage increased from 4% to 10%.
  • Base knockback decreased from 4.0 to 1.0.
  • Knockback scaling decreased from 0.11 to 0.13.
  • Launch angle changed from
     30 to
     40.

Up Special : Ghost RailsREWORK
  • Endlag increased from 38f to 62f.
  • Horizontal distance travelled increased by
    7.3%Increased from 122 to 131.
    .
  • Vertical distance travelled increased by
    22.4%Increased from 107 to 131.
    .

GrabREWORK
  • Startlag decreased from 7f to 6f.
  • Active time decreased from 16f to 10f.
  • Endlag decreased from 11f to 7f.
  • Hitbox Size:
    • Decreased horizontal size by
      10.7%Decreased from 5.6 to 1.8.
      .
    • Decreased vertical size by
      82.5%Decreased from 4.5 to 3.1.
      .

Forward ThrowREWORK
  • Startlag decreased from 17f to 7f.
  • Endlag decreased from 10f to 9f.
  • Attack can now move off of platforms.
  • Damage increased from 5% to 10%.
  • Base knockback decreased from 9.0 to 7.0.
  • Knockback scaling decreased from 0.13 to 0.10.
  • Launch angle changed from
     65 to
     55.

Back ThrowREWORK
  • Startlag decreased from 15f to 8f.
  • Active time changed from { 3 (1) } x3, 3 (5) T to { 2 (1) } x7, T.
  • Endlag decreased from 8f to 2f.
  • Damage changed from 4% x4, 2% to 2% x7, 5%.
  • Base knockback increased from 7.0 to 13.0.
  • Knockback scaling decreased from 0.19 to 0.02.
  • Launch angle changed from
     155 to
     120.

Up ThrowREWORK
  • Startlag decreased from 17f to 15f.
  • Endlag decreased from 18f to 6f.
  • Damage decreased from 7% to 4%.
  • Base knockback increased from 6.0 to 12.0.
  • Knockback scaling decreased from 0.17 to 0.08.
  • Launch angle changed from
     80 to
     90.

Down ThrowNEW MOVE
  • The ground slam has been replaced with a quick "head"butt.

Forward DodgeREWORK
  • Endlag decreased from 19f to 18f.
  • Invincible frames increased from 10f to 11f
  • Distance travelled increased by
    12.5%Decreased from 120 to 135.
    .

Back DodgeREWORK
  • Endlag decreased from 19f to 18f.
  • Invincible frames increased from 10f to 11f
  • Distance travelled increased by
    12.5%Decreased from 120 to 135.
    .

Ultra : Infernal EngineNEW MOVE
  • The flaming engine eruption has been replaced with a slow, space controlling projectile.

v1.1 (October 5th, 2022)
AnimationsVISUAL
  • New jump animation.

Side TiltBUFF
  • Sweetspot:
    • Damage increased from 3% to 5%.
    • Base knockback increased from 2.0 to 5.0.
    • Knockback scaling increased from 0.03 to 0.08.

Up TiltREWORK
  • Sweetspot 2:
    • Base knockback increased from 5.0 to 8.0.
    • Knockback scaling decreased from 0.17 to 0.16.

Down TiltBUFF
  • Sweetspot:
    • Damage increased from 2% to 8%.
    • Base knockback increased from 2.0 to 5.0.
    • Knockback scaling increased from 0.12 to 0.13.

Dash AttackBUFF
  • Multihits:
    • Damage increased from 1% x4 to 2% x4.
  • Launcher:
    • Damage increased from 5% to 6%.
    • Knockback scaling increased from 0.03 to 0.08.
    • Hitbox Size:
      • Increased horizontal size by
        13.7%Decreased from 5.1 to 5.8.
        .

Side StrongBUFF
  • Sweetspot:
    • Base knockback increased from 7.0 to 8.0.
    • Knockback scaling increased from 0.13 to 0.18.

Up StrongBUFF
  • Launcher:
    • Base knockback increased from 5.0 to 7.0.
    • Knockback scaling increased from 0.13 to 0.16.

Down StrongREWORK
  • Front Sweetspot:
    • Damage increased from 16% to 20%.
    • Base knockback decreased from 8.0 to 6.0.
    • Knockback scaling increased from 0.12 to 0.15.

Neutral AirBUFF
  • Damage increased from 4% to 5%.
  • Knockback scaling increased from 0.07 to 0.10.

Forward AirREWORK
  • Damage increased from 5% to 6%.
  • Base knockback decreased from 9.0 to 6.0.
  • Knockback scaling increased from 0.015 to 0.15.
  • Launch angle changed from
     -90 to
     -80.

Back AirBUFF
  • Knockback scaling increased from 0.13 to 0.16.

Up AirBUFF
  • Base knockback decreased from 4.0 to 5.0.
  • Knockback scaling increased from 0.05 to 0.09.

Down AirREWORK
  • Hit 3:
    • Base knockback decreased from 8.0 to 6.0.
    • Knockback scaling increased from 0.017 to 0.17.

Side Special : Flaming ChargeREWORK
  • Base knockback decreased from 9.0 to 4.0.
  • Knockback scaling increased from 0.01 to 0.11.

Down Special : Soul AbsorbBUFF
  • Damage increased from 5% to 20%.
  • Knockback scaling increased from 0.01 to 0.09.
  • Self heal increased from 5% to 20%.

Back ThrowNEW MOVE
  • The spinning launch has been replaced with a wheel-grind drive.

Up ThrowREWORK
  • Base knockback decreased from 10.0 to 6.0.
  • Knockback scaling increased from 0.07 to 0.17.

v1.0 (March 27th, 2022)
Initial Release!
Concept Art
Engine Concept