Knockback

Knockback is the measure of how far away and long in time an attack will send its target in a hitstun. For most attacks, knockback increases as damage on a character increases. There are three types of knockbacks and usually more powerful moves send characters the furthest. Many moves scale in types of knockback and transitioning at different percents.

Minimal Knockback
Minimal knockback is most apparent with jab attacks. The first and second jab combos are all in minimal knockback. These have a set time of hitstun at around 20 frames. Moves with this are often unsafe on hit or result in untrue combos. One of the only multi-hit attacks that utilizes minimal knockback AND is true is K'nuckles down knockout.

Notable Examples

 * Jab 1 and Jab 2 of every character
 * Monkey's neutral air
 * K'nuckles down knockout
 * Grim's down signature
 * Flapjack's down signature
 * Tornadoes from Captain Planet's PTE

Low Knockback
Low knockback is when characters start to finally react more accordingly and "bounce" backward. Moves with this type of knockback typically start to scale at higher percents into the next highest form of knockback, tumbling. Low knockback also has a set hitstun time of around 27 frames.

Notable Examples
These examples assume the opponent is at 0% but isn't always exclusive to 0%.


 * Jab 3 of many characters
 * Throws
 * Aku's laser
 * Numbuh One's neutral signature

Tumbling Knockback
These moves are the highest form of knockback and depend more on time in hitstun. Players are able to breakout while in this type of knockback and have to get up after landing while in this state.

Notable Examples

 * Vilgax's up knockout
 * Grim's down knockout
 * Father's neutral signature