Rivals of Aether/Kragg

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Story

Kragg is a defender of the colossal Aetherian Forest. Deliberate and loyal, he is one of the infamous Wall Runners who patrol the Rock Wall. From their position atop the Wall, Kragg and his fellow Runners defend both sides of the rock face and the forest below.

While normally slow because of their massive bodies, Wall Runners can curl up into balls and traverse the Wall at high speeds. Unlike other Wall Runners, Kragg has the legendary ability to control the earth with his will. When in peril, Kragg can summon the earth to aid him, and he repairs the Wall when it is under siege.

Gameplay

Playstyle
Kragg is a surprisingly well-rounded character who can adopt a playstyle of either an aggressive brawler or oppressive zoner.
Pros Cons
  • Top Class Zoning Tools: If allowed setup time to grab a rock, Kragg can beat out many other projectiles and apply massive pressure on his opponent.
  • Point-Blank Devastation: Kragg's frame data is incredible up close and his techchasing can feel inescapable. It's often necessary to DI away from his combos as holding in can lead to high damage and reactable kill confirms.
  • Offstage Demon: His frame data and wide array of projectiles allow Kragg to cover several options at once when edgeguarding.
  • Beginner Friendly: All of the above can be utilized at any level of play, making Kragg an ideal pick when starting out or as a secondary. Everyone has a Kragg.
  • Heavy as a Rock: Kragg's top tier weight may save him from early kills on the surface, but this also makes him combo food.
  • Slow As Stone: Kragg's grounded movement speed ranks among the lowest of the Rivals cast. This means he generally can't run away from sticky situations and is incentivized to mash or jump out, opening him up for punishment.
  • The Kragg Zone: Kragg's midrange options range are laggy at best and a parry on reaction at worst. As such, opponents who can stay out of the way of Kragg's brawling tools while remaining close enough to punish rock pulls will find great success in the matchup.
  • Unintuitive Recovery: Kragg's beginner friendly nature falls apart once he goes offstage vs an aggressive opponent, as using his pillar leaves him vulnerable for an extended period of time. This can be mitigated at higher levels of play, but represents an impassable wall to Kragg players at other levels.

Rocks

Kragg can pull rocks from the ground with his Neutral Special.



Notable Players

Name Color Activity Notes Contact
ZeeBee
Roa bug col 01.png
2016 - Present #4 NA RCS S7, current Mollo main https://twitter.com/ZeeBeeBDJ
CheesyPotato
Roa bug col 00.png
2016 - Present #8 NA RCS S7 https://twitter.com/CheesiestPotato
MSB
Roa bug col 04.png
2015 - Present Older than rocks, top 13 every season https://twitter.com/notMSB
Transco
Roa bug col 02.png
2015 - 2022 Former top player in Europe https://twitter.com/TranscoROA
TurtleBox
Roa bug col 01.png
2015 - 2020 Also known as TBox https://twitter.com/TurtleBox_

Moveset

Jabs

Roa input xbox a.png
Roa kra jab1.png
Jab 1
Roa kra jab1 h.png
Jab 1
Hitboxes Off
Hitboxes On

Jab 1

Damage Active Endlag Angle KB (Base+Scaling)
4 5-6 14 361 4
Startup Landing Lag FAF Angle Flipper Hitstun
4 6 1x

Hitpause (Base + Scaling) Parry Stun Type Priority
4 None 2
Hit Lockout Force Flinch Value Kills Projectiles?
Yes True


Kragg offers up a fistbump.

  • A reasonably fast jab with a large hitbox.
  • Relatively non-committal but with devastating followup potential.
  • A nice option out of babydash, but not as good as other characters' versions of the technique.
Roa input xbox a.pngRoa input next.pngRoa input xbox a.png
Roa kra jab2.png
Jab 2
Roa kra jab2 h.png
Jab 2
Hitboxes Off
Hitboxes On

Jab 2

Damage Active Endlag Angle KB (Base+Scaling)
4 18-19 13 60 4 + 0.00
Startup Landing Lag FAF Angle Flipper Hitstun
5 33 6 1

Hitpause (Base + Scaling) Parry Stun Type Priority
4 None 1
Hit Lockout Force Flinch Value Kills Projectiles?
No Yes


Kragg punches, but again.

  • If Kragg hits this or jab1, he can jump cancel out of this move.
  • Techable, so it's generally best to use a tilt out of jab1 instead of going into this move vs grounded opponents.
Roa input xbox a.pngRoa input next.pngRoa input xbox a.pngRoa input next.pngRoa input xbox a.png
Roa kra jab3.png
Jab 3
Roa kra jab3 h.png
Jab 3
Hitboxes Off
Hitboxes On

Jab 3

Damage Active Endlag Angle KB (Base+Scaling)
6 32-33 19 361 8 + 0.55
Startup Landing Lag FAF Angle Flipper Hitstun
5 53 6 1

Hitpause (Base + Scaling) Parry Stun Type Priority
8 + 0.55 Standard 3
Hit Lockout Force Flinch Value Kills Projectiles?
4 No Yes


Kragg slams his fists down to finish out the jab combo.

  • Offers Kragg a pretty nice tilt boost.
  • A large hitbox with reasonable knockback. Sometimes doing 3 jabs in neutral to access this move isn't the worst option.
  • Generally never the best option out of jab2, but it's still reliable and fine to use.

Dash Attack

(while running) Attack
Roa kra dattack.png
Roa kra dattack h.png
Hitboxes Off
Hitboxes On

Dash Attack

Damage Active Endlag Angle KB (Base+Scaling)
8 8-15 15 / 23 361 6 + 0.45
Startup Landing Lag FAF Angle Flipper Hitstun
7 39 6 1

Hitpause (Base + Scaling) Parry Stun Type Priority
7 + 0.25 Standard 2
Hit Lockout Force Flinch Value Kills Projectiles?
No Yes


Kragg lowers his horn and charges forward.

  • Can be canceled into jab or any tilt on hit. Forward tilt is the most common followup, but comes out slow enough that DA can be teched. However, this enables faster options (mainly down tilt) to bait an attempted tech and lock out the opponent.
  • Laggy on whiff, making this a risky bet in neutral.
  • Disturbing hitbox inaccuracy makes this move viable as an anti-air.

Tilts

Forward Tilt

Roa kra ftilt.png
Roa kra ftilt h.png
Hitboxes Off
Hitboxes On

Forward Tilt

Damage Active Endlag Angle KB (Base+Scaling)
7 10-12 9 / 12 361 8 + 0.50
Startup Landing Lag FAF Angle Flipper Hitstun
9 27 6 1

Hitpause (Base + Scaling) Parry Stun Type Priority
8 + 0.50 Standard 1
Hit Lockout Force Flinch Value Kills Projectiles?
No Yes


Kragg unleashes a vicious backhand.

  • Large hitbox makes this a nice get off me tool if Kragg isn't hit out of the startup.
  • Solid amount of hitstun leads to effortless combo continuation on DI in.
  • Goes EXTREMELY far when tilt boosted, which can catch the opponent off guard in neutral or be used to techchase after hitting jabs.
  • Has a reverse hit, enabling robbery scenarios when it sends the opponent offstage.

Up Tilt

Roa kra utilt1.png
Roa kra utilt1 h.png
Hitboxes Off
Hitboxes On

Up Tilt 1

Damage Active Endlag Angle KB (Base+Scaling)
2 5-6 150 8 + 0.00
Startup Landing Lag FAF Angle Flipper Hitstun
4 0 1

Hitpause (Base + Scaling) Parry Stun Type Priority
2 + 0.00 Standard 1
Hit Lockout Force Flinch Value Kills Projectiles?
No Yes


Kragg spawns magic sand behind him that scoops his opponents.

  • Extremely fast compared to the second hit. Kragg generally wants the opponent behind him when using this move so that this hitbox connects.
  • Meant to combo into utilt2 every time, enabling bizarre interactions when it doesn't.
Roa kra utilt2.png
Roa kra utilt2 h.png
Hitboxes Off
Hitboxes On

Up Tilt 2

Damage Active Endlag Angle KB (Base+Scaling)
10 9-12 10 / 15 90 8 + 0.40
Startup Landing Lag FAF Angle Flipper Hitstun
28 0 1

Hitpause (Base + Scaling) Parry Stun Type Priority
8 + 0.50 Standard 1
Hit Lockout Force Flinch Value Kills Projectiles?
No Yes


Kragg defies all known beetle physics by transforming his arm into a spike.

  • Functions as a strong anti-air and even hits the coveted Blazing Hideout platform.
  • Combos into imagination if the opponent doesn't hard DI and drift away.
  • Reliable way to pop the opponent up out of hitting a jab.

Down Tilt

Roa kra dtilt.png
Roa kra dtilt h.png
Hitboxes Off
Hitboxes On

Down Tilt

Damage Active Endlag Angle KB (Base+Scaling)
7 4-6 8 / 12 361 4 + 0.25
Startup Landing Lag FAF Angle Flipper Hitstun
3 19 6 1

Hitpause (Base + Scaling) Parry Stun Type Priority
7 + 0.25 Standard 1
Hit Lockout Force Flinch Value Kills Projectiles?
No Yes


Kragg falls to his knees in a Wal-Mart and sweeps his arm across the ground.

  • One of the fastest moves in the game at 4 frames while also having very low endlag.
  • Functions as both a solid poke in neutral and a quintessential "get off me" button on wakeup.
  • Combos into pain on DI in, enabling a free techchase vs even the more optimal DI out.

Strong Attacks

Forward Strong

(Forward/Back +) Strong
Roa kra fstrong.png
Roa kra fstrong h.png
Hitboxes Off
Hitboxes On

bug_fstrong

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Kragg leans back and unleashes a nasty headbutt with his horn.

  • Deals an obscene 18% and even more when charged, if that's something you're into.
  • Extremely high knockback makes this move a great way to secure kills after getting a parry.
  • Large hitbox and a leanback during startup makes this move a disturbingly effective neutral cheese vs unprepared opponents.

Up Strong

Up + Strong
Roa kra ustrong.png
Roa kra ustrong h.png
Hitboxes Off
Hitboxes On

bug_ustrong

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Kragg sweeps his horn upwards. Throws it back.

  • Kansas-sized hitbox makes this move impossible to contest once it's started up.
  • Can be used out of jab2 by jump canceling into it.
  • Cornerstone of Kragg's kill confirms comboing out of aerials, down special, and even tilts on cooperative DI.
  • Has a sourspot that generally only hits unintentionally. This can still result in a kill on bad DI.

Down Strong

Down + Strong
Roa kra dstrong.png
Roa kra dstrong h.png
Hitboxes Off
Hitboxes On

bug_dstrong

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Kragg angrily shrugs at the earth, causing it to spike upwards.

  • Sweetspot has a similar level of killpower to ustrong.
  • Side sours generally only kill vs optimal DI at very high %s, but they can be used to mix up DI as a cheese option.
  • Wide hitbox makes this a great move for platform techchasing at %s when any hitbox will kill.
  • Trying to combo into this after pillar is extremely unreliable, yet also a timeless classic.
  • Break cancels when used on top of rock, sending the shards directly upwards.

Aerials

Neutral Air

(while airborne) Attack
Roa kra nair1.png
Roa kra nair2.png
Roa kra nair3.png
Roa kra nair4.png
Roa kra nair1 h.png
Roa kra nair2 h.png
Roa kra nair3 h.png
Roa kra nair4 h.png
Hitboxes Off
Hitboxes On

bug_nair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Kragg spins around. Nations have fallen to this move.

  • Starts up extremely fast.
  • Confirms into anything if the opponent isn't ready to DI out.
  • Naturally combos into nair4 if not interrupted beforehand.
  • Generally the most common move used to activate the break cancel technique, which enables Kragg to act instantly after hitting a rock.


bug_nair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • Sends at an angle that goes through Kragg, making it a fantastic combo tool.
  • Naturally combos into nair3 if not interrupted beforehand.


bug_nair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • Same angle as nair2, but reversed.
  • Much more telegraphed than nair2 due to it coming out later, making it harder to combo off of than its counterpart.


bug_nair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • This one does the most damage, but it's generally the least useful one.
  • Extremely telegraphed as it's the last one, but if they DI it in anyway they're getting obliterated.

Forward Air

(while airborne) Forward + Attack
Roa kra fair.png
Roa kra fair h.png
Hitboxes Off
Hitboxes On

bug_fair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Kragg puts on those steel toes and unleashes a vicious dropkick.

  • A staple of Kragg's combo game, this move can take stocks by itself.
  • Out for a disturbing 6 frames, making it very easy to line up edgeguards.
  • Disjoint and range makes it a solid option in neutral, but it can be punished on landing if whiffed.

Back Air

(while airborne) Back + Attack
Roa kra bair.png
Roa kra bair h.png
Hitboxes Off
Hitboxes On

bug_bair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Kragg's back gets all lumpy, damaging anyone unlucky enough to run into it.

  • Out for a long while, making it possible for Kragg to set up a "wall of pain" with this move.
  • Can be wavelanded from when used instantly out of short hop.
  • Has a reverse hit that can be used for mixups.
  • Combos into a lot on DI in, most notably the extremely strong aerial down special, but essentially nothing on DI out due to its high angle.

Up Air

(while airborne) Up + Attack
Roa kra uair.png
Roa kra uair h.png
Hitboxes Off
Hitboxes On

bug_uair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Kragg punches up.

  • Kragg's staple move for finding early kills off the top.
  • Inflicts a massive amount of hitstun, leading to easy followups.
  • Unreasonable hitbox makes this move a classic for sharking.

Down Air

(while airborne) Down + Attack
Roa kra dair.png
Roa kra dair h.png
Hitboxes Off
Hitboxes On

bug_dair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Kragg punches down.

  • Can lead to very early kills vs unprepared opponents offstage.
  • Standard parry punish at lower %s where even DI out can't save the opponent from a combo.
  • Straight down angle makes it easy to tech, but when teched onstage Kragg can chase for a followup.

Specials

Neutral Special

Rock Pull / Rock Throw
Special (Air OK)
Roa kra nspecial1.png
Roa kra nspecial2.png
Neutral special when used while rock is out
Roa kra nspecial1 h.png
Roa kra nspecial2 h.png
Neutral special when used while rock is out
Hitboxes Off
Hitboxes On

Rock Pull

Damage Active Endlag Angle KB (Base+Scaling)
7
Startup Landing Lag FAF Angle Flipper Hitstun
26 34

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Kragg pulls out a rock.

  • A staple of his kit, the rock has a ton of unique properties and is the cornerstone of Kragg's zoning.
  • The rock can be thrown in all four cardinal directions as well as a slow-traveling neutral throw.
  • If the rock is traveling downwards when it hits an opponent, it spikes.
  • When a rock is hit by any player, it explodes into shards that travel at an angle corresponding to the hitbox used for the break.
  • When the rock is on the stage, it is treated as terrain and can be landed on or even wall/ceiling teched on.
  • If Kragg is hit while holding the rock, he does not let it go. He cannot tech in this state, making him extremely vulnerable to spikes, combos, and even infinites.
  • Used for many advanced techniques such as break canceling.


Rock Pickup

Damage Active Endlag Angle KB (Base+Scaling)
4 7 5 60 5 + 0.55
Startup Landing Lag FAF Angle Flipper Hitstun
6 13 0 1

Hitpause (Base + Scaling) Parry Stun Type Priority
4 + 0.30 Standard 2
Hit Lockout Force Flinch Value Kills Projectiles?
No Yes



Rock Throw (Neutral)

Damage Active Endlag Angle KB (Base+Scaling)
8 7- 12 361 7 + 0.40
Startup Landing Lag FAF Angle Flipper Hitstun
6 19 3 0.8

Hitpause (Base + Scaling) Parry Stun Type Priority
8 + 0.00 None 3
Hit Lockout Force Flinch Value Kills Projectiles?
2 Yes



Rock Throw (Forward)

Damage Active Endlag Angle KB (Base+Scaling)
8 7- 12 361 8 + 0.40
Startup Landing Lag FAF Angle Flipper Hitstun
6 19 0 0.8

Hitpause (Base + Scaling) Parry Stun Type Priority
8 + 0.00 None 3
Hit Lockout Force Flinch Value Kills Projectiles?
2 Yes



Rock Throw (Up)

Damage Active Endlag Angle KB (Base+Scaling)
8 7- 12 90 7 + 0.40
Startup Landing Lag FAF Angle Flipper Hitstun
6 19 3 0.8

Hitpause (Base + Scaling) Parry Stun Type Priority
8 + 0.00 None 3
Hit Lockout Force Flinch Value Kills Projectiles?
2 Yes



Rock Throw (Down)

Damage Active Endlag Angle KB (Base+Scaling)
8 7- 12 270 6 + 0.40
Startup Landing Lag FAF Angle Flipper Hitstun
6 19 3 0.8

Hitpause (Base + Scaling) Parry Stun Type Priority
8 + 0.00 None 3
Hit Lockout Force Flinch Value Kills Projectiles?
2 Yes



Rock Shine

Damage Active Endlag Angle KB (Base+Scaling)
4 7-8 4 60 5 + 0.55
Startup Landing Lag FAF Angle Flipper Hitstun
6 13 0 1

Hitpause (Base + Scaling) Parry Stun Type Priority
4 + 0.30 Standard 2
Hit Lockout Force Flinch Value Kills Projectiles?
No Yes


Kragg grabs at the air. Also known as "Rock Shine".

  • Regrabs any rock in the area, even those of other Kraggs and Shovel Knights.
  • Can be done even when a rock isn't out by canceling rock pull with the dodge button.
  • Fast startup and low endlag on a special means this move can be used to turn Kragg around in the air.
  • Small hitbox makes it unreliable for anything combo related. Still, this move can lead to very unique confirms if Kragg manages to catch his opponent unaware with it.

Forward Special

Defense Ball
Forward/Back + Special (Air OK) (Hold OK)
Roa kra fspecial.png
Roa kra fspecial h.png
Hitboxes Off
Hitboxes On

bug_fspecial

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Kragg activates his morph ball upgrade.

  • Kragg becomes immune to traditional knockback, although he is still influenced by horizontal knockback in this state.
  • Picks up speed when traveling along the ground.
  • Can be jump canceled when Kragg hits this move on anything, including his own rock/pillar.
  • Can be turned around midway through travel, removing the hitbox until Kragg is moving again. Great for baiting parries.
  • The startup can be canceled into Kragg's pillarless hop with the dodge button. Using this removes the pillar resource for that airtime even if he hasn't used it yet.

Up Special

Earth Pillar
Up + Special (Air OK)
Roa kra uspecial.png
Roa kra uspecial h.png
Hitboxes Off
Hitboxes On

bug_uspecial

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Kragg spawns a pillar underneath him. The physics of this pillar on moving stages like Air Armada have terrifying implications.

  • Picks up opponents hit while pillar is rising. Aerial opponents can be comboed, but grounded opponents take much less hitstun.
  • Counts as a projectile and only does 7%, meaning it can be fully crouch canceled.
  • Kragg only gets one per airtime. Inputting the move when pillar is unavailable results in the pillarless hop.
  • When pillar is broken while someone is standing on it, they go into special fall. Useful for gimps.
  • Sinks downwards after a while of something staying on it.
  • As it counts as terrain, pillar can be used for walltechs and walljumps.

Down Special

Seismic Stomp
Down + Special (Air OK)
Roa kra dspecial1.png
Roa kra dspecial2.png
Roa kra dspecial3.png
Roa kra dspecial1 h.png
Roa kra dspecial2 h.png
Roa kra dspecial3 h.png
Hitboxes Off
Hitboxes On

Down Special (Spike 1)

Damage Active Endlag Angle KB (Base+Scaling)
2 16-27 361 3 + 0.40
Startup Landing Lag FAF Angle Flipper Hitstun
12 6 1

Hitpause (Base + Scaling) Parry Stun Type Priority
6 + 0.00 Extended 3
Hit Lockout Force Flinch Value Kills Projectiles?
No Yes



Down Special (Spike 2)

Damage Active Endlag Angle KB (Base+Scaling)
4 25-36 16 361 4 + 0.40
Startup Landing Lag FAF Angle Flipper Hitstun
13 32 6 1

Hitpause (Base + Scaling) Parry Stun Type Priority
6 + 0.00 Extended 3
Hit Lockout Force Flinch Value Kills Projectiles?
No Yes



Down Special (Spike 3)

Damage Active Endlag Angle KB (Base+Scaling)
10 38-57 90 11 + 0.20
Startup Landing Lag FAF Angle Flipper Hitstun
37 0 1.2

Hitpause (Base + Scaling) Parry Stun Type Priority
8 + 0.00 Extended 3
Hit Lockout Force Flinch Value Kills Projectiles?
2 True


Kragg stomps the ground, causing three increasingly large spikes to pop up.

  • Needs terrain to spawn, meaning the later spikes won't show up if used too close to a ledge.
  • Spikes can spawn on lower levels if Kragg starts the move from high up.
  • Third spike can be parried on reaction, necessitating smart use in neutral such as on a platform.
  • Very potent combo starter due to the apocalyptic hitstun of the third spike. Notable for a true combo into fair and confirms into ustrong for kills.
Seismic Stomp
Down + Special (Air OK)
Roa kra dspeciala.png
Down special when used mid-air
Roa kra dspeciala h.png
Down special when used mid-air
Hitboxes Off
Hitboxes On

Down Special (In Air)

Damage Active Endlag Angle KB (Base+Scaling)
14 [ 20-22 / 21-23 / 22-24 ] 13 300 5 + 0.90
Startup Landing Lag FAF Angle Flipper Hitstun
19-21 [ 36 / 37 / 38 ] 0 1

Hitpause (Base + Scaling) Parry Stun Type Priority
8 + 0.40 Standard 2
Hit Lockout Force Flinch Value Kills Projectiles?
No Yes


Kragg drills his horn downwards.

  • Obscenely powerful spike that sends at a nearly untechable angle.
  • Slow startup means it generally only lands after very specific setups or tarnished leaps offstage for a YOLO hit.
  • Can combo into other moves like fair or dair if Kragg follows his opponent downwards.

Taunt

Roa kra taunt.png
Roa kra taunt h.png
Hitboxes Off
Hitboxes On

Taunt

Damage Active Endlag Angle KB (Base+Scaling)
4 13-15 57 270 3 + 0.30
Startup Landing Lag FAF Angle Flipper Hitstun
12 73 0 1

Hitpause (Base + Scaling) Parry Stun Type Priority
4 + 0.25 Standard 1
Hit Lockout Force Flinch Value Kills Projectiles?
No True

Alternate Palettes

Default Colors

Unlockable Skins

  • Custom Color 2: Beat story mode.
  • Abyss: Reach Abyss level 10 with Kragg.
  • Ranked: Reach Gold rank with Kragg.
Default
Alt Blue
Alt Pink
Alt Green
Alt Grey
Alt Purple
Custom Color 1
Custom Color 2
Abyss
Ranked

Seasonal Colors

Current seasonal skins rotate every 3 months in the following order (hemisphere dependent):

  • Valentines (Feb-Apr)/(Aug-Oct)
  • Summer (May-Jul)/(Nov-Jan)
  • Halloween (Aug-Oct)/(Feb-Apr)
  • Christmas (Nov-Jan)/(May-Jul)
Genesis Old (removed)
CEO Dreamland 2017 (removed)
Frostbite 2018 (removed)
Valentines
Summer
Halloween
Christmas

Premium Skins

How to Get

  • Champion: Obtainable via the developers.
  • EA: Purchase a Steam key for RoA via Humble Bundle.
  • Summit: Obtainable via the Steam Store.
  • Golden: Purchase a Kragg plush from Symbiote Studios.
  • Genesis: Obtainable via the RCS compendium during RCS seasons
  • Pool Party: Obtainable via the RCS compendium during RCS seasons
Champion
Early Access Promo
Burrito
Summit
Golden Promo
Genesis Official
Pool Party

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Mechanics