
I think the animation could be tweaked to better match the hitboxes, or. Actually, it looks like the attack should extend a bit behind him. It looks like the hitbox should start somewhat closer to him. Taking a break from recolors to bring up a few balance/gameplay things. Being able to Up Special, Wall jump, Air dodge, Jump, and Up Special again makes Zetterburn's recovery easily the most versatile of any character in the game so far. You have options to mix up how you recover so that you aren't the same and predictable against other human players. And don't forget you can wall jump as well. It has use for things other than recovery.

It was in a gif on the RoA website from an older build of the game. Zetterburn: Being able to air dodge out of Up Special is something I also found a lot earlier. (Be sure to actually Read all of it before asking questions that might already be answered in the post)Īir Armada: Being able to short hop without activating the spring is intentional. Instead of posting 5+ posts in a row and just spamming a page, it's better to just edit your thoughts all into one or two posts. There's an "Edit" option once you post something. While recovering, Up Special can be airdodged out of (provided you have an air dodge to use) if you want to reposition yourself or need to use it to avoid something like Kragg rock or some other Conradical Up Special doesn't have a hitbox until about halfway through the startup animation before you move.


