Editing Blunderbuss
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When the special button is pressed, K. Rool pulls out a {{iw|wikipedia|blunderbuss}} and shoots a {{iw|mariowiki|Kannonball}} forward, donning the pirate hat he used in ''Donkey Kong Country 2: Diddy's Kong Quest''. The projectile is slow, travels straight for 3/4 the length of {{SSBU|Final Destination}}, gradually slowing down as it travels, and deals 13%, with relatively strong knockback, being able to KO around 130-150%. After around 2 seconds, the Kannonball will disappear. K. Rool cannot fire another Kannonball if the one he previously shot is still in play, instead firing smoke, commonly referred to as a "Fake Shot". It serves no practical purpose aside from playing [[Mindgame|mindgames]], for example tricking the opponent into thinking it is safe to get up from the ledge. It can then be cancelled into Vacuum after frame 25 while the smoke remains; this is referred to as a "Fake Shot Vacuum Cancel" by the K. Rool playerbase. | When the special button is pressed, K. Rool pulls out a {{iw|wikipedia|blunderbuss}} and shoots a {{iw|mariowiki|Kannonball}} forward, donning the pirate hat he used in ''Donkey Kong Country 2: Diddy's Kong Quest''. The projectile is slow, travels straight for 3/4 the length of {{SSBU|Final Destination}}, gradually slowing down as it travels, and deals 13%, with relatively strong knockback, being able to KO around 130-150%. After around 2 seconds, the Kannonball will disappear. K. Rool cannot fire another Kannonball if the one he previously shot is still in play, instead firing smoke, commonly referred to as a "Fake Shot". It serves no practical purpose aside from playing [[Mindgame|mindgames]], for example tricking the opponent into thinking it is safe to get up from the ledge. It can then be cancelled into Vacuum after frame 25 while the smoke remains; this is referred to as a "Fake Shot Vacuum Cancel" by the K. Rool playerbase. | ||
If the special button is held until Frame 25 while the Kannonball is in play, the Blunderbuss will automatically begin suck in air in front of K. Rool, creating a vortex which acts as a command grab known officially as "Suck Up" but colloquially as "Vacuum". This takes an additional 6 frames, making it Frame 31. Vacuum can be executed separately from the Kannonball fire so long as it's in play. The Blunderbuss will continue to suck as long as the special button is held, for a maximum of 2.5 seconds, allowing for [[ | If the special button is held until Frame 25 while the Kannonball is in play, the Blunderbuss will automatically begin suck in air in front of K. Rool, creating a vortex which acts as a command grab known officially as "Suck Up" but colloquially as "Vacuum". This takes an additional 6 frames, making it Frame 31. Vacuum can be executed separately from the Kannonball fire so long as it's in play. The Blunderbuss will continue to suck as long as the special button is held, for a maximum of 2.5 seconds, allowing for [[Edgeguarding|edgeguarding]]. K. Rool can drop through platforms at any point while using Blunderbuss — from as soon as frame 1 — and players can influence the direction K. Rool drops in with the control stick if Vacuum is used in this state. If the player's own Kannonball or an opponent comes near the vacuum, the Blunderbuss will inhale and spit it out in one of three pre-set directions chosen by the player. Blunderbuss will usually prioritize a player rather than the Kannonball. While an opponent or Kannonball is being sucked in, K. Rool can still fall through platforms, enabling more unique reshoots. This also allows K. Rool to carry Kannonballs around, maintaining their hitbox. If a Kannonball is reflected, it can still be sucked in as well, returning ownership to K. Rool. However, other player's Kannonballs or projectiles cannot be reshot, so it isn't necessarily a reflector. Reflected and reshot Kannonballs do not maintain or increase their damage, being "reset" instead. | ||
If a Kannonball hits a wall or player, it will fall down and retain its [[hitbox]] until it hits the floor, in which case it disappears after around half a second. Falling Kannonballs have questionable utility outside of [[Team Battle]]s, mainly due to the Blunderbuss's [[ending lag]] and the short period of time the Kannonball remains active. However, one can shoot an opponent with a Kannonball, drop through a platform while vacuuming, and still manage to reshoot it. Off-stage, a falling Kannonball can be used to disrupt recovery or set up for {{mvsub|King K. Rool|SSBU|back aerial}}, or a bold player could reshoot it at the opponent for a stylish — albeit often sacrificial — KO. | If a Kannonball hits a wall or player, it will fall down and retain its [[hitbox]] until it hits the floor, in which case it disappears after around half a second. Falling Kannonballs have questionable utility outside of [[Team Battle]]s, mainly due to the Blunderbuss's [[ending lag]] and the short period of time the Kannonball remains active. However, one can shoot an opponent with a Kannonball, drop through a platform while vacuuming, and still manage to reshoot it. Off-stage, a falling Kannonball can be used to disrupt recovery or set up for {{mvsub|King K. Rool|SSBU|back aerial}}, or a bold player could reshoot it at the opponent for a stylish — albeit often sacrificial — KO. |