User:Hihahaba

From Mizuumi Wiki
Jump to navigation Jump to search

Using this as a draft space. Twitter is @hihahaba/discord

Shovel knight:

Shovel Knight
from the Shovel Knight franchise

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

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Diam phasellus vestibulum lorem sed risus. Convallis posuere morbi leo urna molestie. Porttitor massa id neque aliquam vestibulum morbi blandit. Urna condimentum mattis pellentesque id nibh. Nisl tincidunt eget nullam non nisi est sit amet. Erat nam at lectus urna duis. Et malesuada fames ac turpis egestas. Quis risus sed vulputate odio ut enim. Quis vel eros donec ac odio tempor orci. Facilisi morbi tempus iaculis urna id volutpat. Urna nunc id cursus metus aliquam. Maecenas accumsan lacus vel facilisis volutpat. Sapien pellentesque habitant morbi tristique senectus et. Proin fermentum leo vel orci porta non pulvinar.

Sed elementum tempus egestas sed sed risus pretium quam vulputate. Vel facilisis volutpat est velit egestas dui id. Pharetra pharetra massa massa ultricies mi quis hendrerit dolor magna. Accumsan in nisl nisi scelerisque eu ultrices vitae auctor. Praesent elementum facilisis leo vel fringilla est ullamcorper. Justo laoreet sit amet cursus sit amet. Duis ut diam quam nulla porttitor. Vitae ultricies leo integer malesuada nunc. In ante metus dictum at tempor. Ipsum consequat nisl vel pretium lectus quam id leo in. Imperdiet sed euismod nisi porta lorem mollis. Enim sit amet venenatis urna cursus eget. Amet aliquam id diam maecenas ultricies. Et odio pellentesque diam volutpat commodo. In cursus turpis massa tincidunt dui ut ornare lectus. Sit amet volutpat consequat mauris nunc. Nulla pellentesque dignissim enim sit amet venenatis. Feugiat sed lectus vestibulum mattis. Elit scelerisque mauris pellentesque pulvinar pellentesque habitant morbi tristique senectus.

Scelerisque viverra mauris in aliquam sem fringilla ut morbi tincidunt. Non quam lacus suspendisse faucibus interdum posuere lorem. Elit ullamcorper dignissim cras tincidunt lobortis feugiat vivamus at augue. Nulla pellentesque dignissim enim sit amet. Cras pulvinar mattis nunc sed blandit libero volutpat sed cras. Congue nisi vitae suscipit tellus mauris a diam maecenas sed. Natoque penatibus et magnis dis parturient montes nascetur ridiculus mus. Sed lectus vestibulum mattis ullamcorper. Rhoncus urna neque viverra justo nec ultrices dui sapien. Eros donec ac odio tempor. Rhoncus urna neque viverra justo nec ultrices dui sapien. Maecenas pharetra convallis posuere morbi leo. Sed tempus urna et pharetra pharetra massa massa. Est velit egestas dui id ornare arcu odio. Pellentesque adipiscing commodo elit at imperdiet dui accumsan. Nibh tellus molestie nunc non blandit massa enim. Non pulvinar neque laoreet suspendisse interdum consectetur libero id. Quam adipiscing vitae proin sagittis nisl rhoncus. Volutpat est velit egestas dui id ornare arcu odio. Diam donec adipiscing tristique risus nec feugiat.

Playstyle
Shovel Knight is a bully who corners the opponent to find an opening and make them explode.
Pros Cons
  • Strength of a Knight: Shovel knight's moves individually deal a large amount of damage, and have strong knockback. Meaning that stray hits can build up fast for him and makes longer sequences extremely punishing for the opponent.
  • Air Game King: Shovel Knight is tied with Absa for air speed, is able to superjump with uair, and possesses several stalling tools. As such he's able to fly along in the air over long distances quite quickly. Combine this with a set of aerials possessing both disjoint and low endlag makes him quite comfortable when jumping in neutral and allows him to accurately follow the opponent on reaction in advantage.
  • Defensive Tank: SK's air mobility, hitboxes, and high degree of safety on his primary neutral tools allows him to liberally use to his disjoints to deter/punish approaches, and his high damage can make it punishing to get caught by them. Controlling and defending the space he's gained with an iron grip. Combine this with a nice 0.95 knockback adjustment and far long range recovery gives him good survivability too.
  • One chance wincons: SK's air mobility in combination with a high power kit and strong disjoints results in his edge guarding and uair juggles being extremely oppressive, offering little room for error from the opponent regardless of percent at the start of a sequence.
  • Relics: SK's central feature relics actively mitigate base Shovel Knight's weaknesses and further improve his strengths to ludicrous levels. A game that starts even with base SK is liable to snowball in his favor regardless.
  • Space taking pushover SK's approach is initially linear due lackluster offensive utility in his grounded options and lacks hitboxes below him that can used as jumpins means a lot of spacing is if he doesn't want to be trivially intercepted. As a such he ends up slowly pushing the wall forward more than anything, which can be unsustainable if the opponent has the means to force him to back up or out bully him.
  • Situational Advantage: While SK possesses explosive potential, opponents with good awareness of his kit will be able to quickly head to the stage for a tech that SK struggles to cover. As a result, SK may find himself just accepting the reset to neutral on a hit and just develop space in positions where most of the cast gets a full fledged sequence going for.

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
Roa gus col 00.png
Geezdood
Roa gus col 00.png
Seggo
Roa gus col 00.png
LBO
Roa gus col 00.png
Mentos
Roa gus col 00.png

Moveset

Jab

Attack
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


Versatile option for checking the opponent and the first choice in wavedash/waveland approaches (especially with MoM). Enjoys most of the frame data and safety of a jab with a large disjoint and good range in addition to it. The good angle and low hitpause also means that jab is a viable starter for SK, easily leading into nair/fair strings without a hard DI out. Will probably be your most used grounded option.

  • As a jab, will not result in parrystun if not canceled out of when parried, and endlag can be canceled into tilts.

Dash Attack

(while running) Attack
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


Data in {} refers to the late hit.

An active dash attack with otherwise mediocre frame data and negatively disjointed hitbox. For Rivals standards, this dash attack is underwhelming as an approach tool due to Shovel Knight himself being rather exposed in this high commitment option. However the launch angle and forward movement does make it a rewarding move to land and there are instances where it can be your only way to start a punish or extend it.


Tilts

Forward Tilt

Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


The move you whiff cancel from jab during tech chasing or rarely to check people overeager to punish jab in neutral. Technically has better range than jab, but extending your hurtbox width by x2-3 and the fact that the situation after hit isn’t as lucrative as jab or fair means this move is rather situational.

  • startup is 4 when looped into from ftilt2
  • 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 be the best way to make the most of ftilt1 if a jab follow-up isn’t possible and you don’t believe the opponent will be able to escape quickly. Against an opponent DIing to escape looping ftilt into itself is okay damage and carry but the advantage situation afterwards is quite awkward for SK.

  • can cancel endlag into ftilt1 on hit

Up Tilt

Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


Combo extender, high risk anti-air/plat tool, and a surprisingly solid whiff punish tool even against grounded opponents. SK throws a gear projectile that covers a large arc around him, meaning it possesses A LOT of disjointed range and coverage both horizontally and vertically. The situation after hit is great for SK as well, sending his opponent high enough and with enough advantage to start a fair chain or hair juggle. The large arc however is double edged sword as there’s a large deadzone directly over him and the nature of it being a projectile traveling around leaves him really exposed if the opponent takes an unexpected angle. It shares its FAF with SK’s strongs too, use responsibly.

  • Shovel Knight does not experience hitpause, effectively increasing advantage on hit.

Down Tilt

Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


No results High damage and high reward combo starter/extender. 12 damage if both hits land, a still high 8 for only the second hit, straight upwards launch and a whopping x1.2 hitstun multiplier means if you can start a punish or extend with dtilt, you probably should. While the larger hitbox has significant startup, the activity, complete coverage of SK, and the sheer reward on hit makes it a respectable tool to use in neutral as well, especially with Mail of Momentum in play. A strong cancel option for jab to cover whiff, for tech chasing or on DI in.

  • Second hit will launch rocks at an 80 degree, with first hit ignoring rocks entirely.

Strong Attacks

Forward Strong

(Forward/Back +) Strong
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Plus on whiff.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


Large disjointed haymaker and punishing tool. Unironically pretty important for getting stage control due to the sheer range and raw power of the move. The reasonable frame data and excellent hitbox also makes it a solid way to end ground strings and tech chase with. On hit the stage control gained for SK is invaluable and side-b is a reliable follow-up to further improve the space gained or start an offstage sequence. Hydroplaning with Mail of Momentum will turn this move into a jumpscare.


Up Strong

Up + Strong
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


Data in ⟨⟩ refers to the back hit.

SK’s second grounded anti air, and kill confirm finisher. The hurtbox during startup leaves something to be desired and it’s very baitable so you’ll be relying more on SK’s safer air to air tools and play to avoid positions where you *have* to use a grounded antiair. That being said, it’s hard to not appreciate its hitbox, and the situation after hit is amazing for SK regardless of whether or no it killed. Most of the time the opponent wouldn’t like a trade either, so it’s worthwhile to find situations where you can space more aggressively than the opponent expected to net a hit with it.


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


When fully charged SK's Up Strong summons a comically large dirt block that travels a hilariously massive arc. Additionally, the rock will remain in play on landing, allowing for it to be relaunched by another usmash for the same forward arc, or by dtilt for a lower smaller arc. Any other move from SK with break the dirt block for 250 gold. The opponent in a given matchup may be able to launch an inactive rock themself, the logic for what can/can't launch rock is consistent with Kragg's rock. It takes an incredibly window to get rock out, and the situations where SK can get it out are usually scenarios where he can be doing something better, so don't make a habit summoning and take a critical approach in your decision making.

  • Can be picked up by Kragg and will turn into a Kragg rock when done.

Down Strong

Down + Strong
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


Data goes by "Falling hits, Landing hit"

  • falling hits are cancellable 51 with jump and up special
  • SK's jump goes higher when holding up before charging, allowing him to reach platforms.
  • The rising portion retains SK's momentum when performing the move.


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


Data in ⟨⟩ is when the second pillar set rises and data in {} is the late hit.

Highly damaging, high knockback, and high commitment. In terms of raw power this is SK’s strongest move, and the highly active nature of the move (combined with the ability to rise enough to get onto plats) makes it standout a potent tech chasing tool even if the opponent gets to a plat above SK. The evasive nature of the move also make for a comedic dodge, but this should be sparingly used for a hard read rather than be a part of your gameplan.


Aerials

Neutral Air

(while airborne) Attack
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Aerial jab, you'll press this a lot
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


SK’s jab, but in the air! Features slightly more endlag if it recovers midair, a shallower angle, and the ability to hitfall/cancel on landing. Everything jab does for you on the ground, nair will do in the air and then some. As a result it’s one of SK’s most important neutral tools as it gives mobility to jab’s great hitbox and the potential to landing cancel gives to it skews the risk-reward heavily in its favor. The ability to hitfall it and the low startup also makes nair a staple in onstage combos as well. For an aerial though, there is a lack of active frames, so learning to be precise with your nair placements (especially from a platdrop) is critical. The move also doesn’t hit far below SK either so you may frequently find yourself spacing in a way that sacrifices consistent follow-ups to remain safe, simply taking the space it builds though is more than worth it for SK though.

  • If SK lands during startup it will seamlessly transition into jab.

Forward Air

(while airborne) Forward + Attack
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Aerial ftilt, the exact same move but drastically better
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


SK’s Ftilt, but in the air! This time the move is 1:1 with its grounded part, even vertically stalling SK and giving him the same horizontal movement in the air. Despite that, simply being in the air takes it from being a rather situational move to one his most important combo and edge guarding tools. Very strong combo tool as it’s fast, has a large range, standardizes SK’s movement, as well as easily link into another aerial after recovering midair (which even at lower heights will happen due to the vertical stall), nair, uair if they’re close, dair if you’re willing to spend a djump, and most potently, fair1 again.

  • 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


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


Frequently use to set up the opponent in a better position for fair 1 chains or another follow-up. Like ftilt though just chaining fairs on its own will develop a decent amount of space and the situation will be much better than it’s grounded counterpart

  • Can cancel endlag into fair1 on hit

Back Air

(while airborne) Back + Attack
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
The wall
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


The goat for SK’s space control and nair’s partner in crime, bair is a high reward multihit with strong knockback and a good angle. The activity and SK’s movement makes it really versatile in its application as well despite its startup. Its disjoint and low endlag makes it a natural wall to bully an opponent in a bad position. With SK’s air mobility though it’s now also a potent approach tool and nigh unpunishable means to retreat. On hit it’s very rewarding as it can go into itself/uair on most DIs, alternatively the opponent DIs outwards and gives you a lot of stage control.


Up Air

(while airborne) Up + Attack (hold ok)
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


Critical mobility and air control tool. SK’s uair will maintain his vertical momentum while it’s active and it can be held to alter its minimum number of hits (ranging from 2-5). As a mobility tool it provides SK with a very fast means to rise quickly. Following up a FH/Djump and then doing a held uair results in SK rocketing upwards. Doing a SH/wall jump into uair will result in a more steady. Additionally it can be used at the peak of a jump to hover briefly and while falling to maintain SK's fallspeed. In neutral it’s a multihit with controllable active frames, so holding the button also increases the number of hits and damage dealt. Combine this is a really good vertical disjoint and SK’s uair becomes the main tool of choice for dealing with opponents above SK. During advantage, uair is the main reason SK's juggles are a win condition. Similar to how fair1 chains drag the opponent close to side blastzones before the finisher, uair can do that vertically and racks up damage fast before killing. The fast rise on the held version and Shovel Knight's airspeed provides him the means to accurately follow the opponent. Uair also serves as a niche landing aerial/platdrop aerial in advantage. It's body hitbox on the looping hits and good angle on said hits allow for creative extensions. The looping hits only have about 16 frames of hitstun so you need to immediately follow it up. It leaves SK exposed below and to the sides which makes it risky to fish with in neutral.

  • Can be held for up to 3 additional hits
  • Maintains SK's vertical momentum during active frames
  • The body hit of the multihit has a bkb of 7 and only hits grounded opponents, and the tip hitbox of the final hit has weaker kb scaling.

Down Air

(while airborne) Down + Attack (hold ok)
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


Data goes by "Shovel,Handle" with data in {} being the late versions of the respective hits.

Shovel Knight’s iconic shovel drop in rivals. Acting a capable preemptive air to air to its controllable active frames and disjoint below SK. It can be legitimately difficult for the opponent to position an interception that cleanly beats dair especially when combined with the mental of playing around SK’s other capable aerials. Also sees some use as a way to hit a ground opponent while rising from a jump, evasive dodging a grounded or double backing dair while fullhopping away. The point of infamy for dair though, is in the offstage. The clean hit is notorious for allowing Shovel Knight to follow the opponent’s DI and link dairs repeatedly, and can simply kill the opponent if they DI too far out. The late hit may require burning resources to follow-up, but reliably provides a good follow-up. And the handle spike acts as a potent ender for fair chains and as a cheeky way to get opponents above him down into an awful position. Even if the spike itself doesn’t kill, it does combo into fishing rod.

With that said, it’s risky to not be high air when using the move. Not only is the move narrow, so using it close to the ground leaves SK really exposed. But if he lands on the ground during the active frames or for a brief time after, SK’s shovel sinks in the ground tripling the landing lag.

  • 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
Special (Air OK)
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


Shovel knight summons surrounding gems in a large area around himself. Once the move goes active Shovel Knight gains ownership over the games and they’re pulled into him with no way to interfere. Can also have the niche of being a low committal way to turnaround SK in the air with a b-reverse.

  • 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.
  • Can't be switched back to once replaced

Forward Special

Propeller Dagger
Forward/Back + Special (Air OK)
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Extends combos and quickly closes distance
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


High range poke, offstage combo extender, and a committal but handy movement tool. While it may seem like the high startup would limit its usefulness in neutral, the sheer range and mixups available to it keep it relevant in his kit as a safe way to safely pester the opponent and build space for movement. While the jump cancel has some endlag, but it ends quickly enough to triangle dash and maintains the ability to SH/FH/ and even turnaround with the jump. The jump cancel is also only available on the ground so it's typically preferred to try to snap to a surface first before releasing.

When offstage side special becomes a capable combo extension tool and means to intercept the opponent, with the vertical bounce on hit and the ability to keep the offstage combo going on DI in. The dagger will even bounce off of the blast zone while it’s active. Propeller dagger also sees frequent use in SK’s recovery, bouncing off the wall provides a means to stall (it’s not tied to a resource, but instead a 40 frame cooldown). It also snaps onto stage reasonably well so charging side-b from above and mixing going onstage for the jump cancel or doing the wall bounce is a handy mix that’s much, much safer than a high up-b and preserves your djump.

  • Attack attributes scales linearly with charge
  • Has 17f of endlag on whiff, 11 on hit/bounce, 15 for jump cancel
  • 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


Infinidagger tops off SK's array of mix-ups with fspecial, seeing a large jump in damage, knockback, and movement speed, as well as continuing until bouncing off the blastzone if not interrupted by something else. Infinidagger also has a couple of unique properties in that it is capable of going through projectiles unlike a partial charged dagger, and that it gains access to a new cancel option by pressing parry during movement. This cancel can be performed in the air too unlike the jump cancel, and when you consider that jump cancel remains the exact same SK's already plentiful mixups to stay safe now allow you to just not commit to that guessing game. That being said, over 1.5 seconds is needed to charge it, actually getting the respect and time needed to charge it while having a position where the strong hit is a threat in the first place can be difficult to find.

  • Has 18f of endlag if canceled, 11 on hit/bounce, 15 for jump cancel

Up Special

Tow Anchor
Up + Special (Air OK)
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


Data in ⟨⟩ refers to sweetspot

Before beginning the arc tow anchor creates a large hitbox and a smaller both appear behind SK. Reverse up-b is SK's strongest horizonal finisher, either hits have heavy knockback with the large hitbox being slightly weaker than Fstrong and the sweetspot being substantially stronger. So in combination with the ability to confirm into it with fair/dair, up-b makes SK's offstage presence monstrous allowing him to take stocks at mid % off of combos that could start as early as 0%. Even in the case up-b whiffs or doesn't kill, you just did an up-b returning stage to refresh your resources and in usually retain position for ledge trapping/more edge guarding.


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


Data goes by "swing,rising,falling,landing", the swing and rising hit are mutually exclusive which is why only 3 damage values are listed.

Up special is curious as a recovery tool. SK, after significant startup, flies through the air with a large disjointed hitbox in the direction. The large hitbox provides good protection, and the move throws SK across a wide arc which when used in combination with Djump uair and side-b allows SK to recover from the abyss with ease. It is heavily flawed though as it makes SK's hurtbox massive, has a large gap at the peak of the arc, and the landing recovery makes landing on stage with it very risky. As such one of the most important learning curves for SK is learning to recover well without heavily/predictably relying on up-b.

  • Can fastfall during the falling portion of the arc
  • Can't be ledge canceled, and SK lands near an edge he'll stall slightly a slide off it.

Down Special

Fishing Rod
Down + Special (Air OK)
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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*


  • Airbrakes SK frame 17, can be used once per airtime.
  • Can reel in on f47 or if the anchor is idle for 6 frames
  • Neither SK or the anchor experience hitpause, anchor will also fall through plats
  • Immediately enters endlag if cast into a wall
  • Will only break projectiles if the hitbox becomes active due a player near it


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*


The most approachable and intuitive use for downb is grabbing a golden fish. A short time after entering bottom blastzone it gets a decent window to reel in and pull up a golden fish which can be treasure pulled for an immediate 500 gold. SK retains ownership over the fish for a long time too and as such denying SK the fish once reeled is difficult unless SK did a very ambitious fish. The safest time for SK to pull a fish is after netting a stock, but offstage fishing if stage control is already forfeit (or questionably forfeiting stage for it) is another means to the get the fish. When attempted in the right position it can difficult to directly punish an offstage fish and it's extremely to do so, but offstage fishing still in safe since it gives the opponent the ideal position/time for ledge trapping.

Aerial downb can also function as a solid but committal anti-antiair and as a high damage combo starter. 8 damage each hit and the x1.1 multiplier alongside the low hitlag makes very appealing as a means to start a juggle or fair sequence. The airbrake, and disjointed nature of anchor will allow it to crush grounded antiair attempts and the anchor itself covers angles under SK that he otherwise struggles to cover. Keep in mind the FAF will greatly increase with height to the final anchor position, and as such you need to be aggressively time downb so it stalls high enough to dodge antiairs but low enough for the reel hit to be advantageous and minimize the risk if it whiffs. Regardless though it'll be punishing to whiff so be wise in its use. Aerial downb is also useful in recovering, aside from offstage fishing to make the most of a bad situation. Casting the anchor directly into the wall will stall SK to throw off the opponent, and carefully vertically spacing SK to be touching the wall while having the anchor sitting on ledge will setup a wall tech trap to gain an invincible ledge dash.

  • Neither SK or the anchor experience hitpause
  • On catch, reel in f1-12 for golden fish and f12-60 for treasure pile
  • Timing for a catch is dependent on when the rod enters the bottom blastzone
  • Due to its startup up the reel hitbox will not become active if it's not below SK. It's also low profilable by every crouch in the game, (except SK's) and by some moves if level with the anchor before reel.


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


Reeling in after the pulls up a treasure, an object that can be hit for gems, for up to 500. This treasure pile has a hitbox while flying through the air and hitting it will mitigate whifflag. Due to the large amount of time to get it into play, and lasting a short time for what it does, treasure pile's usefulness is questionable.

  • Will despawn after 10 seconds, this timer begins when beginning to reel in and can be refreshed when hit
  • Treasure pile has 20 health and will drop up to 500 value in gems





Relics and Armors

The Shop

Shop
Taunt
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
People love it when you hit them from the respawn plat
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


Your means to gain access to your relics, if you have enough gold and time. Most frequently you'll have time to shop for an item after a kill, after a large hit, on the respawn plat (remember you can use taunts on it without being forced off), and if you're ambitious, whenever the opponent is giving you too much respect. Which item you ought to prioritize depends heavily on preference and match up, it's a decision involving your gameplan going in, how you play best, and what the opponent can do in response to each item. As such one simply has to develop their own decision tree.

  • Shop items become selectable frame 32
  • 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, it becomes free to switch back to. (Will not be displayed if multiple Shovel Knights are in the game)

Relic: War Horn

War Horn
Cost: 1000
Special (Air OK)
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


Data in ⟨⟩ refers to the outer sweetspot.

War horn is quite a funny coverage option, niche option in specific matchups or as an endgame tool for closing out the last stock. For almost half a second of startup and over a full second commitment war horn gives an absolutely massive, active, high damage hit that strongly knocks the opponent away from SK. Since it's easily reactable and over a full second of commitment it's hard for it to fit in neutral, but in positions where the opponent's access to resources is restricted, it can be a major undertaking to work around such a large hitbox.

  • Costs 1000 gold to gain access to and replaces the existing neutral special

Relic: Mobile Gear

Mobile Gear
Cost: 1200
Special (Air OK)
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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*


Data goes by "throw,deployed"

Open ended projectile that idk much about ngl I'll get back to this later

  • Deployed gear is transcendent
  • Deployed gear will only break projectiles if the active is active due to nearby opponent
  • 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 in addition 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
Cost: 1400
Special (Air OK)
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Abbreviated as "GG" for a reason
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

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


Approach, zoning, combo extension, edge guarding. A very simple projectile with exceptionally powerful utility on the surface level with a lot of additional room to develop nuanced play or creative uses for. Getting ghost gloves wins some matchups as the range, land cancel, and good damage/knockback on it makes an oppressive zoning tool that's simply hard to deal with. And since SK retains full air momentum while using it, can become an aggressive approach tool with the landing allowing for immediate movement. Using ghost gloves efficiently and effectively is going to require the use mxing multiple glove patterns and mechanical muscle memory to allow for drifting during usage. Get comfortable with throwing gloves at a variety of heights and timing out of SH/FH, and get comfortable with moving/acting immediately out of it so you retain the ability to play reactively while having gloves in play.

  • 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 via repeated special inputs
  • Reflected ghost gloves become transcendent
  • Costs 1400 gold to gain access to and replaces the existing neutral special

Armor: Dynamo Mail

Dynamo Mail
Cost: 1600
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

gus_dynamo

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?


Fun armor that allows for flashy finishers. Very opiniated writeup ahead: Dynamo mail exists and it's fun, but has a hard time seeing justified use over Mail of Momentum. The effects Mail of Momentum provides are not only unique but has incredible, deep synergy with SK's kit both in fixing his weaknesses and emphasizing strengths. Dynamo on the other hand, has situational usefulness due to its charge mechanics, and when it can meet those conditions it's generally redundant with SK's base kit and warhorn (which is 600 gold cheaper and can be ran with MoM). Still fun though.

  • 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

Mail of Momentum
Cost: 1800
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On

gus_mom

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?


If there's another item in the shop that could be described as a win condition, it's mail of momentum. Insane movement upgrade. The wavedash it grants patches up most of SK's ground approach problems and turns jab/dtilt into outright oppressive neutral and combo tools. As a result also significantly upgrades SK's plat as an impactful buff to his platdrop nair/uair game. This item also gives SK a very large boost of speed during his dash turnaround, which can be combined with the wavedashes and jump movement for very tricky and fast movement in neutral, and will impart this momentum to SK's strongs, side-b, and neutral b. MoM additionally buffs SK's babydash giving even more options for utilizing jab/dtilt. And finally boosts SK's dash attack momentum for more potent/consistent follow-ups, the additional movement trickery available also greatly boosts dash attack's viability in neutral.

Finally, this armor further increases SK's weight, combined with the buff to to his evasiveness turns his survivability up to 11.

  • 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

Ornate Plate
Cost: 2000
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.

gus_ornate

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?


Flashy! Acrobatic! Useless!

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

Taunt
Taunt + Parry (+ Special)
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Combining the taunt input with parry will cause SK to do a taunt taunt, and pressing special in addition to those two will result in a long taunt that reveals SK as an imposter.

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.
Default
Alt Cyan
Alt Red
Alt Green
Alt Dark
Alt Purple
Custom Color 1
Custom Color 2
Abyss Old (removed)
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)
Valentines
Summer 2018 (removed)
Summer
Halloween
Christmas

Premium Skins

How to Get

Champion
Early Access Promo
Golden Promo
Infamous (unobtainable)