Zetterburn (RoA)

Credits
The following Frame Data was taken, with permission, from SNC's Academy Frame Data Document. This document is listed here

Passive
Fire/Combust Strongs: Several of Zetterburn's moves will inflict a fire status on the opponent. Namely BAIR, NSPECIAL, FSPECIAL Projectile, USPECIAL, DSPECIAL (Air and Ground), and the fire puddle. This fire status will empower strongs and consume the fire status on hit. While covered in the fire status, the victim will take 1 damage on frames 60, 90, 120, 150, 180. It will disappear on frame 180 or if the opponent parries. (It should be noted that SNC mentions that this timing varies after hitpause due to reasons they list as unknown.)

Playstyle
Zetterburn is considered as Rival's beginner character. Known to have a solid, easy to understand kit and a not too complicated gimmick many consider him a great option for picking up the game fresh.

Pros and Cons
Pros
 * This is currently a placeholder, information will be added when available

Cons
 * This is currently a placeholder, information will be added when available

Grounded Normals
Jab 1 Use this move for approaching with wavedash. Jab 2
 * This move destroys non-transcendent projectiles
 * Has a force flinch value of one
 * This move will cancel into Jab 2 at either frames 7-12 or 13-14. The player may cancel into tilts during frames 7-14
 * Jab 2's start up, active frames, and first active frames uses their normal values; however, since this is a part of a jab sequence, the values should be taken into consideration being done after one of the two jab cancel windows. These values are listen in parentheses.
 * Jab 2 can be canceled into Jab 3 at frames 8-14 and frames 15-16. Tilt Cancels begin frames 8-16.
 * This move can destroy non-transcendent projectiles.

Jab 3


 * Jab 3's start up, active frames, and first active frames uses their normal values; however, since this is a part of a jab sequence, the values should be taken into consideration being done after one of the two jab cancel windows. These values are listen in parentheses.
 * Inputting Jab 3 during Window 2 of Jab 2 will cause Jab 3 to come out after the window is over regardless if inputted on frame 15 or 16
 * On whiff active frames will begin starting frame 42
 * This move can destroy non-transcendent projectiles

DAttack


 * When hitting either a character, or object such as Kragg Rock, Zetter can cancel his dash attack into an USTRONG. Inputting this during hitpause causes the command to come out immediately when possible.

FTilt


 * This move can destroy non-transcendent projectiles
 * FTILT 1 will pull opponents towards Zetter during hitpause
 * FTILT 1 will pull opponents towards Zetter during hitpause

UTilt
 * This move can destroy non-transcendent projectiles

DTilt
 * This move can destroy non-transcendent projectiles

FStrong
 * This move can destroy non-transcendent projectiles
 * FSTRONG 1 has a force flinch value of 2, an extra hitpause value of 6, an ASDI value of 0, and pulls opponents inwards during hitpause

Ustrong
 * This move can destroy non-transcendent projectiles

DStrong
 * This move can destroy non-transcendent projectiles
 * DSTRONG's First hit has a force flinch value of 2, an additional 6 frames of hitpause, and will pull the opponent towards Zetter during hitpause.

Aerial Normals
Nair
 * This move can destroy non-transcendent projectiles

Fair
 * This move can destroy non-transcendent projectiles

Bair
 * This move can destroy non-transcendent projectiles

UAir
 * This move can destroy non-transcendent projectiles

Dair
 * This move can destroy non-transcendent projectiles

Specials
NSPECIAL
 * This move can destroy non-transcendent projectiles
 * If jump is inputted during the hitpause, a jump will be buffered when it ends

FSPECIAL
 * This move can destroy non-transcendent projectiles
 * The cooldown begins the first frame of endlag.

USPECIAL
 * The charging hitbox cannot destroy non-transcendent projectiles, but the travelling hitbox can.
 * Up Special has 24 possible directions it can be angled in.
 * It can only travel through platforms and be cancelled if a downward angle is inputted and Zetter hits the ground at that angle. then, Zetter will enter a state of airborne endlag that refreshes his offstage resources. This state lasts for 10 frames including a shortened landing lag state
 * The charge has a force flinch value of 1

DSPECIAL
 * DSPECIAL will cause a fire puddle to appear upon landing with an aerial dive or pressing DSPECIAL on the ground. This puddle will last from frame 27 to frame 326 on grounded DSPECIAL and frame 4 to frame 303 on aerial DSPECIAL
 * The puddle becomes active on Down Special Hit 2's 4th active frame. Should this move be ledge canceled before this frame, the puddle will not appear.
 * This move can destroy non-transcendent projectiles
 * The aerial drive and first grounded hit have a force flinch value of 1
 * This move has an untechable value, which means that the opponent is forced to miss a tech.
 * When his doublejump is restored, Zetterburn will glow white. You can only refresh his double jump once per airtime. If you still have a double jump, you can save this refresh to your next down special.
 * This refresh occurs after 44 frames of travel time.
 * This move is the only in the game you can wavebounce with, both the air dive and air dive cancel
 * The air dive cancel does not refresh the double jump. You can wall jump out of it and can drift during the initial drift should you hit a wall or other object.

Update History
0.0.2

0.0.4