Rivals of Aether/Shovel Knight
Story
Shovel Knight has learned a lot during his titular adventures and he brings those skills with him to Rivals of Aether. Shovel Knight swings, digs and shovel drops his way through the Rivals roster. He does it all while collecting treasure which he can use to purchase upgrades to give him the upper hand on the battlefield.
Gameplay
Shovel Knight is an X who does Y with Z | |
Pros | Cons |
|
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Treasure
Whenever Shovel Knight hits an opponent with any attack or performs certain other actions, coins and gems spill out onto the ground. Shovel Knight can collect this treasure to spend on new abilities.
Notable Players
Name | Color | Activity | Notes | Contact |
---|---|---|---|---|
Soulrifle211 | ||||
Geezdood | ||||
Seggo | ||||
LBO | ||||
Mentos |
Moveset
Jab
Jab
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
6 | 2 | 12[18] | 60 | 6+0.50 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
4 | N/A | 25 | 6 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
7+0.70 | Jab | 6 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | Y |
- As a jab, will not result in parrystun if not canceled out of, and endlag can be canceled into tilts.
Dash Attack
Dash Attack
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
8{6} | 6{4} | 15[23] | 60 | 7+0.40{6-3+0.25} |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
7 | N/A | 41 | 0 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
6+0.40 | Standard | 2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | Y |
Tilts
Forward Tilt
Ftilt1
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
5 | 3 | 8[12] | 361 | 6+0.10 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
8(4) | N/A | 24 | 0 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
6 | Standard | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | Y |
- can cancel endlag into ftilt2 on hit or on whiff if not canceled into from ftilt2
Ftilt2
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
5 | 3 | 8[12] | 361 | 6+0.10 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
4 | N/A | 20 | 0 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
6 | Standard | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
3 | 0 | Y |
- can cancel endlag into ftilt1 on hit
Up Tilt
Utilt
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
8 | 20 | 10[15] | 90 | 8+0.40 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
8 | N/A | 44 | 0 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
6+0.30 | Standard | 3 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
3 | 0 | Y |
Down Tilt
Dtilt
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
4,8 | 2(4)3 | 12[18] | 270,90 | 8+0.50,8+1.00 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
6 | N/A | 34 | 0 | x1,x1.2 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
6+0.20,7+0.40 | Standard | 6,6 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 1,0 | Y |
Strong Attacks
Forward Strong
FStrong
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
11 | 3 | 18[27] | 361 | 8+1.00 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
13 | N/A | 44 | 0 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
9+1.10 | Standard | 7 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
10 | 0 | Y |
Up Strong
UStrong
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
11{6} | 3{4} | 18[27] | 80{135} | 8+1.10{6+0.70} |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
12 | N/A | 44 | 0 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8+0.70 | Standard | 7/5 {2} |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
10 | 0 | Y |
Note
Rock
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
4 | While airborne | N/A | 90 | 7+0.80 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
72 when summoned from ustrong | N/A | 104 when summoned from ustrong | 3 | x0.80 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8 | None(Reflected) | 2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 2 | Y |
Down Strong
Falling hits
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
1(xN) | 19-until landing | N/A | 270 | 7 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
18 | N/A | 48 from landing | 0 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
6 | Standard | 2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 1 | Y |
- falling hits are cancellable 51 with jump and up special
- Falling hits force a no bounce missed tech
Pillars
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
2,10⟨7⟩{4} | 3,3⟨3⟩{8} | 20[30] | 135,70 | 3,7+1.30⟨6+1.2⟩ {6+0.50} |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
0 from landing | N/A | 48 from landing | 6 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
6+1.00⟨6+1.00⟩ {6+0.50} |
Standard | 6 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
10⟨10⟩{0} | 0 | Y |
Note
Aerials
Neutral Air
Nair
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
6 | 2 | 16[24] | 361 | 6+0.50 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
4 | 4[6] | 31 | 6 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
7+0.70 | Standard | 6 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | Y |
- Will transition into jab if SK lands during startup, otherwise will land cancel as normal
Forward Air
fair1
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
5 | 3 | 8[12] | 361 | 6+0.10 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
8(4) | N/A | 24 | 0 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
6 | Standard | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | Y |
- Startup is 4 when looped into from fair2
- Can cancel endlag into fair2 on hit and on whiff if not canceled into from fair2
- Both hits will transition into ftilt on landing, not allowing for land cancels
- Hitfalling either hit will result in SK's position to lower slightly, but not actually beginning to fastfall
fair2
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
5 | 3 | 8[12] | 361 | 6+0.10 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
4 | N/A | 20(36) | 0 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
6 | Standard | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
3 | 0 | Y |
- Can cancel endlag into fair1 on hit
Back Air
bair
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
3x2,4 | 2x2,3 | 10[15] | 90,120 | 6,7+0.70 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
12 | 4[6] | 36 | 0 | x0.65,x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
5,10+0.50 | Standard | 2,5 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | Y |
Up Air
Uair
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
2(x1-4),3 | 3(x1-4),3 | 15[21] | 70,90 | 4/7,6+0.70/0.55* |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
9 | 4[6] | 38-54 | 4,0 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
4,7+0.80 | Standard | 6/2/1,6/2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | Y |
- Can range from 2 hits when tapped to 5 hits when held fully
- Maintains SK's vertical momentum during active frames
- The body hitbox is ground only and has more knockback
Down Air
Spade hit
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
9{7} | 2{Until Release (min 9)} | 10[15] | 35{55} | 6+0.50 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
6 | 4[6] | 33 | 3 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
10+0.80{5+0.50} | Standard | 10{8} |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
20 | 0 | Y |
Handle
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
10{8} | 2{Until Release(Min 9)} | 10[15] | 270 | 6+0.70{6+0.55} |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
6 | 4[6] | 33 | 0 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
10+1.20{10+1.00} | Standard | 2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
20 | 0 | Y |
Note
- Will hit repeatedly with the hit lockout acting as the time between hits
- Can be held, with endlag beginning immediately on release
- Landing lag triples if SK lands during active frames or for the first 10 frames of endlag
Specials
Neutral Special
Coin Capture
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
N/A | 8 | 20 | N/A | N/A |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
7 | N/A | 28 | N/A | N/A |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
N/A | N/A | N/A |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
N/A | N/A | N |
Doesn't have a hitbox that can hit anything, startup refers when SK claims ownership over the gems in its range and begins to pull them in.
Forward Special
Propeller dagger
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
6-8 | 13-41 | 17/11/15 | 361 | 6+0.50-7+0.60 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
18-97 | N/A | 49-156 | 0 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8+0.80 | Standard | 5/1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | N |
- Attack properties scales linearly with charge
- 30f cooldown on whiff in the air
- 40f cooldown on bounce
infinidagger
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
12 | until bounce or cancel | 18/11/15 | 361 | 8+1.10 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
97 | N/A | minimum 118 | 0 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8+0.80 | Standard | 5/1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | Y |
- Only performed when propeller dagger is fully charged, seeing a large jump in damage and knockback
- Has 18f of endlag if canceled, 11 on hit/bounce, 15 for jump cancel
Up Special
Reverse hit
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
7[10] | 2 | N/A | 135 | 8+0.80[9+1.10] |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
12 | N/A | 27 from landing | 0 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8+0.60[10+1.00] | Standard | 6[8] |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
10 | 0 | Y |
Note
Rising hit
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
5 | 2(2)14 | N/A | 65 | 10+0.30,10-7+0.30 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
14 | N/A | 27 from landing | 0, | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8+0.40 | Standard | 3,4 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | Y |
- The swing and rising hit are mutually exclusive, only one can hit per use
Falling hits
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
5,5 | Until Landing, 6 | 15[20] from landing | 270,70 | 5+0.60, 6+0.30 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
44(12 from rising hit) | N/A | 27 from landing | 0,6 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
6+0.90, 8+0.20 | Standard | 8,3 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | Y, N |
- Able to fastfall shortly after falling hit begins, can be done sooner if upward movement was uninhibited
Down Special
Cast
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
8 | Max 60 | N/A | 270 | 5+0.50 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
16 | N/A | 31 if anchor can't cast | 0 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
10 | Standard | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | Y* |
- Can reel in on f47 or if the anchor is idle for 6 frames by pressing special again
- Neither SK or the anchor experience hitpause
- Immediately enters endlag if cast into a wall
Reel
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
8 | Max 60 | 14 | 90 | 7+0.60 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
3 | N/A | N/A | 0 | x1.1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
10 | Standard | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | Y* |
- Neither SK or the anchor experience hitpause
- On catch, reel in f1-12 for golden fish and f12-60 for treasure pile
- Time for catch is dependent on when the rod enters the bottom blastzone
Treasure Pile
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
2xN | until landing | N/A | 60 | 6+0.20 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
1 from anchor reaching SK | N/A | N/A | 0 | x0.50 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
5 | None(Reflected) | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | Y |
- Will despawn after 10 seconds, this timer begins when beginning to reel in and refreshes when hit
- Treasure pile has 20 health and will drop up to 500 value in gems
Relics and Armors
Shop
Open Shop
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
6 | 3 | 49 min from hit/ 34 from selecting item |
45 | 10+0.25 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
14 (Can buy frame 32) | N/A | 66 minimum | 0 | x1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
7+0.50 | Standard | 6 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | Y |
Shovel Knight's default taunt will summon a shop that he can purchase relics and armor from.
- As a taunt can be used on the respawn plat to buy items without losing invincibility, can still hit players even.
- Has shortcuts with the cstick, left for warhorn, up for mobile gear, right for dynamo mail, and down for mail of momentum
- Should you switch off an item after buying it, you will not have to rebuy it and becomes free. (Will not be displayed if multiple Shovel Knights are in the game)
Relic: War Horn
War Horn
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
8[12] | 8 | 35 | Away from center | 6-3+0.70[7-3+1.00] |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
25 | N/A | 69 | 8 | x0.90 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
10+0.50 | Standard | 10[9] |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
10 | 0 | Y |
Note
- Costs 1000 gold to gain access to and replaces the existing neutral special
Relic: Mobile Gear
Mobile Gear
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
2,2xN | Until landing, Until stopped | 13 | 60,55 | 6+0.20,7+0.10 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
15,51 from landing | N/A | 29 | 0 | x0.5 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
5 | None(Reflected) | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | Y,Y* |
Note
- Deployed gear is transcendent
- If a deployed gear runs into a wall it will stop and enter a 51 frame animation before despawning
- Can't be used if one is already in play, there's a 2 second cooldown after the throw that's relevant if the thrown projectile is destroyed or if the gear is stopped early
- Costs 1200 to gain access to and replaces the existing neutral special
Relic: Ghost Gloves
Ghost Gloves
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
4 | 19 | 15(29) | 36 | 6+0.10 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
16(7) | 4 | 32 Minimum | 0 | x0.70 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
4 | None(Reflected) | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | Y |
- 7 frames of startup when looped into and 27 frames of endlag if more than 3 gloves are thrown
- Can throw an additional glove every 20 frames with additional special inputs
- Reflected ghost gloves become transcendent
- Costs 1400 gold to gain access to and replaces the existing neutral special
Armor: Dynamo Mail
- Hitting the opponent with dair will charge dynamo, charge can be used to use a Strong attack midair
- Charge is lost upon use, if SK is hit, or after 10 seconds without an additional dair hit
- Costs 1600 to gain access to and will overwrite the current armor
Armor: Mail of Momentum
- Further increases SK's weight (gets knockback adjustment of x0.90 from x0.95)
- Significantly reduces SK's grounded friction
- Gives SK's wavedash and dash turnaround a significant speed boost
- Costs 1800 to gain access to and will overwrite the current armor
Armor: Ornate Plate
This armor does not change Shovel Knight mechanically in any way - its effects are entirely cosmetic. Pick this Armor only if you want to flex on your opponent.
- Costs 2000 to gain access to and will overwrite the current armor
Taunt
gus_taunt2
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? |
gus_taunt3
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? |
Yeah those are taunts
Alternate Palettes
Default Colors
Unlockable Skins
- Custom Color 2: Beat story mode.
- Abyss: Reach Abyss level 10 with SK.
- Ranked: Reach Gold rank with SK.
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)
Premium Skins
How to Get
- Champion: Obtainable via the developers.
- EA: Purchase a Steam key for RoA via Humble Bundle.
- Golden: Purchase an SK plush from Symbiote Studios.