Editing Gut Check

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==Overview==
==Overview==
Gut Check is a move where K. Rool puffs out his stomach whilst a green visual effect is displayed on the armor, and will reflect any damage onto the opponents. It works like a [[counterattack]] and can also [[reflection|reflect]] [[projectile]]s. Despite its appearance, the move does not interact with K. Rool's [[Belly Super Armor]] in any way; countering an attack does not deal any damage to his armor, and he can counter attacks that would normally break his armor in one hit (such as a [[Falcon Punch]]) even if the armor has already been damaged.
Gut Check is a move where K. Rool puff out his stomach whilst a green visual effect is displayed on the armor, and reflect any damage onto the opponents. It works like a [[counterattack]] and can also [[reflection|reflect]] [[projectile]]s. Despite its appearance, the move does not interact with K. Rool's [[Belly Super Armor]] in any way; countering an attack does not deal any damage to his armor, and he can counter attacks that would normally break his armor in one hit (such as a [[Falcon Punch]]) even if the armor has already been damaged.


Gut Check has a damage multiplier of 1.5× for both counterattacks and reflected projectiles while dealing 12% minimum, making it second after {{SSBU|Joker}}'s [[Tetrakarn]] for the highest damage multiplier of any counterattack, thus being a rather strong counter. This allows some countered moves to send an opponent to kill percent. It also has surprisingly long periods of [[intangibility]] on the counter (frame 4-15), allowing attacks or grabs to miss K. Rool entirely, though this is of niche use due to the move's high lag.
Gut Check has a damage multiplier of 1.5× for both counterattacks and reflected projectiles while dealing 12% minimum, making it second after {{SSBU|Joker}}'s [[Tetrakarn]] for the highest damage multiplier of any counterattack, thus being a rather strong counter. This allows some countered moves to send an opponent to kill percent. It also has surprisingly long periods of [[intangibility]] on the counter (frame 4-15), allowing attacks or grabs to miss K.Rool entirely, though this is of niche use due to the move's high lag.


Gut Check actually acts as a counterattack and a reflector at the same time, unlike other similar moves like Tetrakarn/Makarakarn. This means that if K. Rool counters a projectile shot at point blank, the attacker will be struck simultaneously by the counter and the reflected projectile; depending from the strength of the countered projectile, this may result in extremely high damage and a potential OHKO. This is mainly notable against short ranged projectiles such as [[Olimar]]'s smash attacks.
Gut Check actually acts as a counterattack and a reflector at the same time, unlike other similar moves like Tetrakarn/Makarakarn. This means that if K. Rool counters a projectile shot at point blank, the attacker will be struck simultaneously by the counter and the reflected projectile; depending from the strength of the countered projectile, this may result in extremely high damage and a potential OHKO. This is mainly notable against short ranged projectiles such as [[Olimar]]'s smash attacks.
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Gut Check's counterattack/reflection can actually be reversed (although not the counter preparation itself), with the reflector still being active until the move ends. This makes it a useful tech choice in [[Team Battle]]s or free-for-alls due to the counterattack's intangibility, giving him additional defense against oppressive projectiles or aggressive opponents. It is also handy as a mixup if the opponent would otherwise be [[stage spike]]d, although this is mostly a gimmick.
Gut Check's counterattack/reflection can actually be reversed (although not the counter preparation itself), with the reflector still being active until the move ends. This makes it a useful tech choice in [[Team Battle]]s or free-for-alls due to the counterattack's intangibility, giving him additional defense against oppressive projectiles or aggressive opponents. It is also handy as a mixup if the opponent would otherwise be [[stage spike]]d, although this is mostly a gimmick.


However, the move has several downsides. The counter hitbox is centered on K. Rool's stomach, making the rest of his body vulnerable, much like the ''Melee'' and ''Brawl'' versions of {{b|Toad|move}}. This means opponents hitting his head or feet will not trigger the counter even if they face him. Additionally, Gut Check has noticeable ending lag (34 frames); although it is quite fast compared to other counterattacks, it is one of the slowest reflectors in the game. The move is also notorious for having a laggy counterattack animation; it doesn't do well against projectiles with low cooldown, as it has enough ending lag for an opponent to punish K. Rool if they dodge the reflected projectile. It is also possible to reflect a reflected projectile, usually resulting in K. Rool being forced to take a hit while stuck in the counterattack's endlag. Gut Check can simply miss or hit with the sourspot (on the "gust of wind"), which makes it unsafe against some ranged fighters.
However, the move has several downsides. The counter hitbox is centered on K. Rool's stomach, making the rest of his body vulnerable, much like the ''Melee'' and ''Brawl'' versions of {{b|Toad|move}}. This means opponents hitting his head or feet will not trigger the counter even if they face him. Additionally, Gut Check has noticeable ending lag (34 frames); although it is quite fast compared to other counterattacks, it is one of the slowest reflectors in the game. The move is also notorious for having a laggy counterattack animation; it doesn't do well against projectiles with low cooldown, as it has enough ending lag for an opponent to punish K.Rool if they dodge the reflected projectile. It is also possible to reflect a reflected projectile, usually resulting in K. Rool being forced to take a hit while stuck in the counterattack's endlag. Gut Check can simply miss or hit with the sourspot (on the "gust of wind"), which makes it unsafe against some ranged fighters.


The move is best used as a combo breaker or on reaction, in order to prevent K. Rool from receiving a [[punish]]; due to its very fast startup it can allow K. Rool to break most strings. It is also handy as a ledge option, as jumping with it halts all aerial momentum. While this can severely hinder horizontal recovery, it can work as an effective fake out that's faster than simply climbing up; additionally, since the counter starts on frame 5 (with frame 4 intangibility), it is actually one of K. Rool's fastest ledge options. While on stage, this can also be used to punish getup attacks or opponent's ledge options.
The move is best used as a combo breaker or on reaction, in order to prevent K.Rool from receiving a [[punish]]; due to its very fast startup it can allow K. Rool to break most strings. It is also handy as a ledge option, as jumping with it halts all aerial momentum. While this can severely hinder horizontal recovery, it can work as an effective fake out that's faster than simply climbing up; additionally, since the counter starts on frame 5 (with frame 4 intangibility), it is actually one of K. Rool's fastest ledge options. While on stage, this can also be used to punish getup attacks or opponent's ledge options.


==Instructional quote==
==Instructional quote==

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