Rivals of Aether Academy Frame Data - Updated for 1.4.2
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Data extracted manually in-game and from dev-mode files by SNC. Extra information provided by Menace13 and Youngblood. General Stats created by Kisuno. Frame Data App lead by Smiles1990. Click the tabs at the bottom to view each characters frame data.
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Rivals of Aether Academy Frame Data
Updated for 1.4.2
Last Revision 21 Nov 18
Rivals of Aether Academy Discord ServerRivals of Aether General Stats - Contains All Character StatsRivals of Aether Academy Frame Data App (In Development)
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http://discord.me/mentorhttps://docs.google.com/spreadsheets/d/14JIjL_5t81JHqnJmU6BSsRosTe2JO8sFGUysM_9tDoU/edit?usp=sharingiOS:https://itunes.apple.com/app/id1393769121
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Android:https://play.google.com/store/apps/details?id=com.teamrod.tpoppen.rivalsofdata
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Frequently Used TermsDefinitionsValue Definitions and More Information
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StartupThe amount of frames before a move is active and able to hit a character. Listed as the total number of frames in this part of the move.Endlag: Whiff Vs. Hit
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Active FramesThe frames in which a move has a hitbox, dealing damage and knockback. Listed as the exact frames for each move.Rivals of Aether has a mechanic commonly referred to as either 'Whiff lag' or 'Hit-cancelling'. This mechanic will cause all attacks, with the exception of most jabs and special attacks, to have its endlag multiplied by 1.5x the regular amount. Due to this, the only endlag values listed in the dev mode files are the 'on hit' endlag values, with the whiff multiplier used on almost all moves that have extended endlag on whiff. There are some moves that have unique endlag values on whiff.
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Endlag (Hit/Whiff)The amount of frames that occur after a move is active and that you are unable to act for. Listed as the total number of frames in this part of the move. See the Endlag: Whiff Vs. Hit definition for more info.
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FAFFirst Actionable Frame (FAF) refers to the first frame in which you are able to act after a move has ended.
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DamageThe amount of percent that a move will deal. Some multihit moves that share all hitbox properties are listed in the same line, the damage will only refer to the percentage that is dealt in a single hit.Knockback Scaling and Hitpause Scaling Values
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AngleThe knockback angle of a move, ie. the angle that a hitbox will send a character. All angles are listed from 0-360, with the exception of the Sakurai angle, which is listed as 361.Both Knockback Scaling and Hitpause Scaling numbers are multiplied by 100 for the purposes of this document, all formulas listed below use the values found in the dev mode files. Correct the numbers accordingly when using them.
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Angle 361 (Sakurai)In Rivals of Aether, a hitbox with this property will send an opponent at a 40 degree angle if they are grounded and a 45 degree angle if they are airborne. Sakurai angle is commonly written as angle 361.Knockback Formula
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Base KnockbackThe base knockback value to determine how far an opponent is hit by a move. Refer to the Knockback Formula for more information.KB power: BKB + damage * knockback_scaling * 0.12 * knockback_adj
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Knockback ScalingThe knockback scaling value to determine how far an opponent is hit by a move. All knockback scaling numbers are multiplied by 100 for the purposes of this document. Refer to the knockback formula for more information.Hitstun Formula
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PriorityEach individual hitbox has its own priority value. If hitboxes overlap on the same frame a character will be hit by the hitbox with the higher priority value. This is relevant on moves with multiple hitboxes that are active at the same time.BKB * 4 * ((knockback_adj - 1) * 0.6 + 1) + damage * 0.12 * knockback_scaling * 4 * 0.65 * knockback_adj
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Hitstun ModifierMultiplier for the amount of time a character will be in hitstun for after this move. Refer to the Hitstun Formula for more information.Hitpause Formula
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Base HitpauseThe base hitpause value to determine how long a move will pause on hitting an opponent. Opponents will take knockback and be in hitstun after hitpause has taken place, with DI (Directional Influence) determined on the last frame of hitpause. Refer to the Hitpause Formula for more information.base_hitpause + damage * hitpause_scaling * .05
If the game calculates that you will die on all DI possibilities (not accounting for possible ledge techs or partial drift DI) a galaxy effect will play, locking that move into 20 frames of hitpause.
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Hitpause ScalingThe hitpause scaling value to determine how long a move will pause on hitting an opponent. Opponents will take knockback and be in hitstun after hitpause has taken place, with DI (Directional Influence) determined on the last frame of hitpause. All Hitpause Scaling numbers are multiplied by 100 for the purposes of this document. Refer to the Hitpause Formula for more information.Angle Flipper Definitions
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Angle FlipperAngle Flippers are a special property of a move that influences the knockback value. There are 10 individual angle flipper values, refer to the Angle Flipper Definitions for more information0 - Sends at the exact knockback_angle every time
1 - Sends away from center of the enemy player
2 - Sends toward center of the enemy player
3 - Horizontal knockback sends away from the center of the hitbox
4 - Horizontal knockback sends toward the center of the hitbox
5 - Horizontal knockback is reversed
6 - Horizontal knockback sends away from the enemy player
7 - Horizontal knockback sends toward the enemy player
8 - Sends away from the center of the hitbox
9 - Hits toward the center of the hitbox
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Landing Lag (Hit/Whiff)On landing on the ground or a platform there is an amount of frames before you are actionable that is referred to as landing lag. Each character has a default landing lag value, with all aerials having unique landing lag values. If you land during the startup, active frames or endlag of an aerial the landing lag values listed are the amount of frames before you are actionable.
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CooldownThe amount of frames before a move is usable again. This value is exclusively used on special attacks.
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Kill ProjectilesWhether or not a hitbox can destroy an active projectile.
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Super ArmourMoves with super armour cannot be interrupted by an attack unless it deals a certain amount of knockback. This is indicated by a white outline around the character.
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Intangibility/Invulnerability
The frames in which a character or object does not have a hurtbox, effectively making them invincible for that period of time. Certain moves or objects also have invulnerability to projectiles, in which case they still have a hurtbox and can be hit by all physical moves.Force Flinch Definitions
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Sweetspot/SourCommonly used terms to describe the powerful and weak hitboxes on moves respectively. 1 - Forces a flinch, but is crouch cancellable
2 - Doesn't force a flinch and still can hit people off the ground, but is not crouch cancellable
3 - Currently unknown, the only move with this property is Absa F-Tilt 2
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Prat-fallPrat-fall, commonly referred to as special-fall or free-fall is an airborne state a character can enter in which they are unable to act. Each character has their own unique prat-fall landing lag value that is their default for prat-fall, however some moves may increase or decrease this value.
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UntechableA property that prevents a character from being able to tech on the ground when hit. Etalus has a unique untechable property on his up-air which prevents characters from being able to land on a platform during hitstun.
Cancelling Moves
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Hit LockoutThe amount of frames after being hit in which a character cannot be hit again. Starts after hitpause ends. This value is mostly used on kill moves for characters who have projectiles that may interfere with their opponents' knockback.A number of moves have different ways in which you can cancel it early, either preventing further active frames or cancelling part, if not all, endlag. The most common methods of cancelling a move is a regular cancel (commonly input as a parry or a second special input or attack, but can be any input), Jump-Cancelling (input a jump after a certain period of time) and special-cancelling (mostly up-special cancellable). Some moves can also cancel into a specific move on hit, such as Kragg's dash attack or Forsburn's cape attacks. There are also moves which automatically cancel on hit, such as Ori's sweetspot dash attack.
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Force FlinchUnique properties which impact how an opponent reacts to a hit. Flinch replaces hitstun and has different values which can prevent a character from leaving the ground or make them unable to crouch cancel a move. Refer to the Force Flinch Definitions for more information.
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Extended Parry StunExtended parry stun on a move will make the amount of frames you are stunned for scale with the distance between you and your opponent. This can result in shorter than default parry stun times up close on certain moves, such as Kragg down-special.
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ASDI ModifierThe Automatic Smash Direction Influence (ASDI) Modifier will effect how many pixels you are able to travel during hitpause (performed by holding a direction on either stick during hitpause). The impact this has on how many pixels you can move is currently unknown. By default you can only move your character 10 pixels.Etalus Fair Armour Calculator
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https://docs.google.com/spreadsheets/d/1IpKZaS6cLhsj_BDZ8nMrR7fdRAHGSV7m_EltM-t6300/edit?usp=sharing
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