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Kragg new
Attributes
Weight:
Heavy (0.9x knockback)
Ground speed:
Slow
Aerial speed:
Slow
Falling speed:
Fast (base)
Very fast (fastfall)
Jump height:
High (base)
Normal (double)

Kragg is a character who can use his unique blocks to combo and confuse opponents. He is known for his supreme edgeguarding and his weight which allows him to survive longer than other characters.

Attributes[]

Kragg is a very solid character for new players to learn, as he is very forgiving because he routinely lives to 120-130%, and has moves that do a ton of damage and knockback. This means that new players won't have to hit as many moves to keep up with damage, and their stocks will last longer, meaning they have more time to get damage in and get the kill.

Kragg has many moves that are good for walling out the opponent. Down special is especially good at this. Lots of people like to just rush in at the start of a match to attack, so if you start by immediately using it you can shoot them up and get a free 20-30% on them by combing it into nair or fair. This is also an excellent kill confirm as well. His rock is another move that will make opponents think twice before going in for a combo or kill. Forward throw has a lot of range and can wall opponents out if they are going in for an attack. You can then follow up by regrabbing the rock or doing a jab or something that sends the shards in the opponent's direction.

Kragg suffers from his lack of approach options. He really only has dash attack and nair as good approaching tools, so while nair and dash attack can net him a lot of damage, he can become very predictable, so if you find yourself getting parried a lot or dash danced, you can mix it up with forward smash and even net an early kill with it. You can also use down special or forward special as mixups with your approach. Once Kragg has been able to approach, after his dash attack he can do the first two hits of jab, and then hitfall the first hit of nair and use this to combo into a lot of his aerials for a lot of damage, however, if the opponent DI's out, it can set up for a tech chase situation.

In essence, Kragg's main playstyle is to be very patient, and punish the opponents whiffed attacks, and also to make hard reads with his smashes. He is extremely good at capitalizing off of his parries and combo starters. If his user can master having good DI, he can live to outrageous percents and inversely kill the opponent at very early percents with his many spikes and his forward air. If you are looking for further information on him, you can visit the tsmsb website for a couple of advanced Kragg techniques.

Strengths[]

  • He is very heavy and hard to kill.
  • His recovery has many mixups that can be tricky to deal with if you have not played against Kragg quite a bit
  • Can use Side Special to armor through edgeguarding attempts
  • The rock has many uses and can edgeguard opponents safely; when combined with Forward Air and Down Special, his edgeguarding is some of the best in the game
  • Has many follow ups in his dash attack and neutral air.
  • Has a few disjointed normals such as fair, bair, and nair that can contest many options.
  • Can kill abusrdly early with Foward Air, aerial Down Special, and his strong attacks
  • !kragg combos

Weaknesses[]

  • A fast faller, making him susceptible to combos.
  • Other players can destroy his rock to send rock shards flying at him
  • When his earth pillar is destroyed and he is standing on it, Kragg will enter a helpless state.
    • He cannot use his up special again until he touches the ground. Losing pillar gives him one of the worst recoveries in the game.
  • Many of his attacks are very laggy
  • Has pretty low mobility, making it hard to approach if the opponent can force that situation
  • Being comboed while holding rocks locks him out of any defensive option, making him very vulnerable
  • Has a hard time dealing with opponents at midrange due to how committal many of his options are
  • Rock is more of a character than Kragg

Techniques[]

  • Kragg can hit his rock or pillar to extend the time his hitboxes are active.
  • Hitting an opponent, the rock or the pillar while using Side Special lets you jump cancel the move, allowing for intricate recoveries or mind games.
  • If you hit an opponent onto the Pillar and then use Up Special, the opponent will enter the helpless state.
  • If your opponent and your rock are both below you, up special will hit your opponent and break your rock at the same time, sending rubble at them which allows you to combo them even further.
  • His dash attack can combo into his forward tilt or his neutral jabs. 
  • Kragg can make a rock from Shovel Knight's fully charged Up Strong into one of his rocks.

Gameplay[]

In-Game Info:[]

"Kragg can pull a rock from the ground with his neutral special. He can attack the rock to shatter it. Kragg curls into a ball with Forward Special. He can take damage but cannot be knocked away. Kragg can use Up Special to summon a pillar of earth beneath his feet, hitting opponents on the way up."

Elemental Powers:[]

  • ROCK HURL - Kragg can pull a rock out of the ground and hurl it at opponents. After it leaves his hands, the rock becomes a solid piece of stage that either Kragg or other players can break.
  • DEFENSE BALL - Kragg can curl into a ball and roll toward enemies. Although he can be damaged while in ball form, he cannot be knocked away.
  • EARTH PILLAR - Kragg can summon a pillar of earth to his feet regardless of where he is. If Kragg is about to fall to his death, this move can quickly turn his situation around.

Kragg is a strong, and massive fighter who is able to manipulate the battlefield in multiple ways.

His weight and safe pillar recovery make him hard to kill, which makes it good for him to trade out blows as he can endure more than other characters, and usually even hits harder than his opponent.

On the ground, he can use a powerful and unique rock projectile, and can initiate a combo from medium range with stalagmites. In the air, he can still hit hard but he loses a lot of his grounded options.

Moveset[]

Move Damage Description
Dash Attack 8% Kragg rushes forward while stabbing with his horn.

It can be canceled into a jab or a tilt if it hits the opponent.

Neutral Jab 4%, 4%, 6% Kragg punches, does an uppercut, and ends by slamming both fists down. The second hit can be jump canceled on hit.
Forward Tilt 7% Kragg backhands the opponent while moving forward. Can be a follow-up after a dash attack.
Up Tilt 2%,

10%

Kragg's hand turns into a spike, which he stabs upward. A small early hitbox behind him sends opponents into the spike.
Down Tilt 7% Kragg does a low punch. This can send rock shards flying at a good angle. It is his fastest move, making it a great get-off-me tool.
Up Strong 16-25%

6-9% (sour)

Kragg flicks his horn upward. There is a sourspot slightly behind him
Forward Strong 18-28% Kragg moves forward slightly while swinging his horn down.
Down Strong 11-17% (center),

10-16% (side)

Kragg creates a small eruption of rocks beneath him. The attack is stronger in the center than on the sides.
Neutral Air 6% (x4) Kragg spins in the air with his horn outstretched. The first hit starts diagonally down in front him. The hits combo into each other, with the last one sending them diagonally up in front of Kragg. This move's combo potential is absolutely ridiculous, as you can fastfall the move after the first hit so that it can lead into fair, uair, dair, nair, and down B. The second hit in the jab combo can also combo into nair if they don't tech.
Up Air 11% Kragg does a powerful uppercut, sending opponents straight up.
Forward Air 11% Kragg delivers a powerful dropkick. This move has some disjoint and deals a ton of damage, making it quite an infamous move.
Backward Air 9% Kragg hits behind him with his shell.
Down Air 11% Kragg punches downward, spiking opponents.
Neutral Special 8% (throw), 3%x5 (rubble)

4% (digup animation)

Kragg digs up a square rock up from the ground. While holding it he can still walk and do single jumps but can't use any other move until he tosses it by pressing an attack button.

He can toss his rock at 4 different angles in front of him: straight up (upward input, which spikes opponents when it falls back down), straight down (downward input, which spikes strongly), in front of him (forward input), and at a shorter range in front of him but covering more height (neutral input). He can also reverse the neutral rock throw by quickly moving the control stick in the opposite direction right after throwing the rock.

The rock will remain on the stage afterwards and can either be picked up by Kragg again or broken by anyone, which sends rock shards following the angle of their attack. Nearly all attacks break the rock in one hit.

Kragg can't dig up another rock as long as his rock is still on the stage. However, he can pick it back up with this move if he is close enough to it. The dig up itself has a hitbox that deals damage.

Up Special 7% Kragg quickly summons a huge pillar of earth beneath him. Kragg will be standing on top of the pillar afterwards. This pillar acts like a part of the stage; you can wall jump on it, tech on it, and pull a single rock from it.

Hitting someone with the rising pillar puts them in the air, slightly above Kragg. The hitstun inflicted by the pillar is greatly reduced if opponents are on the ground as it forms, but if it hits them while they are in the air Kragg is guaranteed to have the initiative.

If any attack hits the pillar body (besides Orcane's bubbles and his own rock) it instantly destroys it. Fighters standing on top of the pillar as it gets destroyed will be left helpless in the air.

Kragg is unable to create another pillar until he lands back on a real part of the stage. He can still use this move to instantly destroy his pillar or to gain some height in the air, but this will put him in helpless state.

The pillar has a maximum and a minimum height, and will displace Kragg accordingly if he exceeds these bounds. After 1.5 seconds the pillar will begin slowly sinking whenever things are on top of it.

Forward Special 4% (multihit) Kragg turns into a rolling spiky ball for up to 2 seconds, granting him super-armor. This armor makes him resistant to hitstun and close to all knockback: horizontal knockback still affects him, but is greatly reduced.

It can be canceled early with the special button. He can slowly change directions in this form, but only on the ground. It can also be jump-cancelled if it hits an opponent, the rock or the pillar.

Down Special 2%, 4%, 10%

14% (aerial)

Kragg stomps the ground, causing a series of 3 spikes to shoot from the ground ahead of him, each bigger than the last. The spikes combo into eachother and the final one sends opponents straight up in the air.

The spikes will always appear on the ground, even if this makes them lower than Kragg.

In the air, this move does not create spikes. Instead, Kragg's horn has a hitbox that spikes opponents.

Costume[]

Special Costumes[]

Background[]

Story[]

Kragg is a defender of the colossal Aetherian Forest. Deliberate and loyal, he is one of the infamous Wall Runners who patrol the Rock Wall. From their position atop the Wall, Kragg and his fellow Runners defend both sides of the rock face and the forest below. While normally slow because of their massive bodies, Wall Runners can curl up into balls and traverse the Wall at high speeds. Unlike other Wall Runners, Kragg has the legendary ability to control the earth with his will. When in peril, Kragg can summon the earth to aid him, and he repairs the Wall when it is under siege. -Website

Trivia[]

  • Neutral special official name is "Rock hurl", side special is "Defense ball", up special is "Earth pillar", and down strong is "Rockquake".
  • Kragg is the fourth character to be announced, right after Wrastor. He represents the element of earth and he is a rhinoceros beetle.
  • The rock that is thrown when he uses his neutral special is lovingly named "Dwayne" in reference to Dwayne "The Rock" Johnson.
  • Kragg's taunt does 2% damage.
  • Kragg makes a cameo appearance as an assist in the indie crossover fighting game Fraymakers. His function is based on his up special from Rivals of Aether.
  • There is also a glitch[1] where, if you do Kragg's neutral special on another Kragg's rock, you can create multiple rocks all at once. This has been patched.
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