Editing King K. Rool (SSBU)/Neutral attack/Hit 1

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 3: Line 3:


==Overview==
==Overview==
King K. Rool does a quick palm strike. Coming out frame 4, this is King K. Rool's fastest move on startup, and also in terms of endlag when transitioning to the second hit. As a result, it has a myriad of uses in all game states, such as [[out of shield]], out-framing opponents up-close, and ending combos. While the move's hitbox doesn't quite match its animation, it is still quite large in terms of horizontal range factoring in K. Rool's size, especially for a neutral attack. It is also slightly [[disjoint]]ed thanks to the hands not being hurtboxes. To make it easier to get the jab combo, Hit 1 is programmed to deal 4 extra frames of [[hitstun]] after calculation; however, it does not have any positive side-effects outside of this.  
King K. Rool does a quick palm strike. Coming out Frame 4, this is King K. Rool's fastest move if we consider Hit 2 to use Hit 1's transition. As a result, it's handy to use in disadvantageous situations. While the move's hitbox doesn't quite match its animation, it is still quite large in terms of horizontal range, especially for a neutral attack. It is also slightly [[disjoint]]ed, due to the hands not being hurtboxes. To make it easier to get the jab combo, Hit 1 is programmed to deal 4 extra frames of [[hitstun]] after the regular calculation.  


Due to some quirks with King K. Rool's traction, it is possible for him to slide with neutral attack just after a dash is over and the skid begins, once dash attack is no longer possible. This makes for an interesting approach option thanks to the attack's already solid horizontal range and the inherent ability to mix up on shield. In addition, because of K. Rool's height, this can also catch jumps efficiently without much commitment, making it a very valuable tool in neutral.  
Due to some quirks with King K. Rool's traction, it is possible for him to slide with neutral attack just after a dash is over and the skid begins; this is once dash attack is no longer possible. This makes for an interesting approach option thanks to the attack's already solid horizontal range. In addition, due to K. Rool's height, this can also catch jumps efficiently without much commitment, making it a very valuable tool in neutral.  


Because the move is disjointed, jab 1 is able to "cancel out" weak projectiles and similar attacks with minimal lag. While he does face recoil lag, this usually ends extremely quickly and grants enough time for K. Rool to run in and punish. However, because the hitbox duration of jab is relatively low and the hitboxes are a bit iffy, it is difficult to do consistently with just the one hit. On the other hand, because jab 2 has exactly the same properties, it gains an effective two extra frames of activity, making it more reliable. Because it only works against weak attacks like {{SSBU|Hero}}'s [[Frizz]] and {{SSBU|Mario}}'s [[Fireball]], this option is matchup-specific.
Neutral attack Hit 1 has one specific use on its own, in that it allows for regrabs out of [[bury]] states. This combats those who don't mash when trying to escape [[down throw]] into [[up smash]], acting as the strongest mash deterrent that K. Rool has. However, it is very easy to mash out of [[down throw]] to Jab ''while buried'' if the opponent is actually trying to get out, thus making it extremely unlikely to lead to loops. Even if it works, mid-level mashing tends to leave K. Rool with very few frames to follow up, causing for a potential negative on hit punish. Confirming into Hits 2-3 is a reasonable alternative, being one of K. Rool's easiest and highest damage combos to do using this at mid%s, hitting opponents during the 12 frames of popout lag. This also leads to useful ledgetrap situations. However, up throw tends to be more consistent for damage building.  


Neutral attack Hit 1 has one specific use on its own, in that it allows for regrabs out of [[bury]] states. This combats those who don't mash when trying to escape {{mvsub|King K. Rool|SSBU|down throw}} into {{mvsub|King K. Rool|SSBU|up smash}}, acting as the strongest mash deterrent that K. Rool has while allowing him to drag foes to the edge of the stage for closer-range [[KO]] confirms later. If at the edge, this can force them to fall off which, due to the lag the foe suffers while doing this, leads to a free [[meteor smash]]. However, it is very easy to mash out of down throw to jab ''while buried'' if the opponent is actually trying to get out, thus making it extremely unlikely to lead to loops and thus a 50:50 mixup at best. Even if it works, mid-level mashing tends to leave K. Rool with very few frames to follow up, causing for a potential negative on hit punish. Confirming into Hits 2-3 is a reasonable alternative, being one of K. Rool's easiest and highest damage combos to do using this at mid%s, hitting opponents during the 12 frames of popout lag. This also leads to useful ledgetrap situations while helping K. Rool manage [[stale-move negation]]. However, up throw tends to be more consistent for damage building.  
This move is the safest neutral attack on shield out of Hits 1-3, at -16. As a result, for mixups on shield, this is the optimal choice. However, it isn't as safe as many neutral attacks; for example [[Terry (SSBU)/Neutral attack/Hit 1|Terry's]] is -6. It's very vulnerable to many out of shield options in the game, so spacing is necessary. On hit without cancelling however, it becomes -3 at 100% and continues to reliably increase in safety in 25% intervals. As a result, this can be used for something similar to [http://www.dustloop.com/wiki/index.php?title=Tick_Throw tick throws]: hitting an opponent and mixing up with a grab after, though this is on hit, not block. This is a highly useful option, as it can lead to K. Rool's highly useful grab game.  


This move is the safest neutral attack on shield out of Hits 1-3, at -16. As a result, for mixups on shield, this is the optimal choice. However, it isn't as safe as many neutral attacks; for example {{Mvsub|Terry|SSBU|Neutral attack/Hit 1|alt=Terry's}} is -6. It's very vulnerable to many out of shield options in the game, so spacing is necessary. On hit without cancelling however, it becomes -3 at 100% and continues to reliably increase in safety in 25% intervals. As a result, this can be used for something similar to [http://www.dustloop.com/wiki/index.php?title=Tick_Throw tick throws]: hitting an opponent and mixing up with a grab after, though this is on hit, not block. This is a highly useful option, as it can lead to K. Rool's highly useful grab game.  
Neutral attack is also extremely useful for comboing out of [[down tilt]]. At mid percentages, hitting neutral attack on down tilt with a punish opportunity is guaranteed, allowing for consistent confirms thereafter. This even goes for lower percentages on bury popout, a [[grab]] if they attempt to shield in panic. [[King K. Rool (SSBU)/Dash attack|Dash attack]] tends to be the preferred followup outside of grab for a combination of consistency and damage. Should this be attempted at low percentages, a player should note the risks of hitting shield.  


Neutral attack is also extremely useful for comboing out of [[King K. Rool (SSBU)/Down tilt|down tilt]]. At mid percentages, hitting neutral attack on down tilt with a punish opportunity is guaranteed, allowing for consistent confirms thereafter. This even goes for lower percentages on bury popout, a [[King K. Rool (SSBU)/Grab|grab]] if they attempt to shield in panic. [[King K. Rool (SSBU)/Dash attack|Dash attack]] tends to be the preferred followup outside of grab for a combination of consistency and damage. Should this be attempted at low percentages, a player should note the risks of hitting shield. This concept is especially notable against stick [[mash]]ers, as those who use it have can pop out in an immediate [[tech]] situation if they pop out while holding up. This is known as [[Buried#Bury Tech Situation Storage|Bury Tech Situation Storage]]. This happens due to ASDI, as well as the [[Sakurai angle]] always resulting in a 0 below 60 [[knockback]] units. This provides potential lock combos or tech punishes at any [[percentage]], allowing for explosive damage. Using down aerial after this tends to hit missed techs (for a lock pre-25%, then neutral attack hit 2 for a dash attack) or successful techs for a grounded [[meteor smash]] from 50%+, or grab confirm prior to that. A document on who can be hit with Hit 1 out of down throw and down tilt buries can be found here<ref>https://docs.google.com/spreadsheets/d/113W9WQAmUCBukC0gNI09o3giIjTVnG9rHbUyg-aV3l8/edit?usp=sharing</ref>.  
This concept is especially notable against stick [[mash]]ers, as those who use it have can pop out in an immediate [[tech]] situation if they pop out while holding up<ref>https://twitter.com/PlagueVonKarma/status/1224697652392157185</ref>. This is known as [[Buried#Bury_Tech_Situation_Storage|Bury Tech Situation Storage]]. This happens due to ASDI, as well as the [[Sakurai angle]] always resulting in a 0 below 60 [[knockback]] units. This provides potential lock combos or tech punishes at any [[percentage]], allowing for explosive damage. Using down aerial after this tends to hit missed techs (for a lock pre-25%, then neutral attack hit 2 for a dash attack) or successful techs for a grounded [[meteor smash]] from 50%+, or grab confirm prior to that. A document on who can be hit with Hit 1 out of down throw and down tilt buries can be found here<ref>https://docs.google.com/spreadsheets/d/113W9WQAmUCBukC0gNI09o3giIjTVnG9rHbUyg-aV3l8/edit?usp=sharing</ref>.  


While Hit 1 can [[lock]], it doesn't hit all opponents after the bounce when they've missed the tech<ref>https://docs.google.com/spreadsheets/d/1BU1v14JpuTQEWmhYLzJn5KEBnKRN6GoAvs6g4QUhiag/edit?usp=sharing</ref>. {{SSBU|Ken}} is a good example of this. Usually, going into Hit 2 is recommended in these cases to try and score the lock, or using [[King K. Rool (SSBU)/Down aerial|down aerial]]. Note that they can always getup attack in these situations, however.
While Hit 1 can [[lock]], it doesn't hit all opponents after the bounce when they've missed the [[tech]]<ref>https://docs.google.com/spreadsheets/d/1BU1v14JpuTQEWmhYLzJn5KEBnKRN6GoAvs6g4QUhiag/edit?usp=sharing</ref>. {{SSBU|Ken}} is a good example of this. Usually, going into Hit 2 is recommended in these cases to try and score the lock, or using [[down aerial]]. Note that they can always getup attack in these situations, however.


==Hitboxes==
==Hitboxes==
Line 24: Line 24:
|damage=2.5%
|damage=2.5%
|angle=361
|angle=361
|af=3
|bk=30
|bk=30
|ks=30
|ks=30
Line 44: Line 43:
|damage=2.5%
|damage=2.5%
|angle=361
|angle=361
|af=3
|bk=30
|bk=30
|ks=30
|ks=30
Line 64: Line 62:
|damage=2.5%
|damage=2.5%
|angle=180
|angle=180
|af=3
|hitbits=Fighter only
|bk=20
|bk=20
|ks=15
|ks=15
Line 85: Line 81:
|damage=2.5%
|damage=2.5%
|angle=361
|angle=361
|af=3
|bk=20
|bk=20
|ks=15
|ks=15
Line 108: Line 103:
|4-5
|4-5
|-
|-
!Continuability window
!Earliest continuable frame
|7-30
|6
|-
!Consecutive jab frame
|16
|-
|-
!Interruptible
!Interruptible
Line 122: Line 114:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=9|s=LagContinuableE|e=LagLoopS}}{{FrameStrip|t=Lag|c=9|s=LagLoopE}}{{FrameStrip|t=Interruptible|c=23}}
{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=18|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=23}}
|-
{{FrameStrip|t=Blank|c=6}}{{FrameStrip|t=Continuable|c=24}}{{FrameStrip|t=Blank|c=17}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|continuable=y|loop=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}


==Trivia==
==Trivia==
*Despite not having an ID 2 hitbox, the scripts have a flag for a hitbox with this ID to have the 4 extra frames of hitstun. This implies there used to be an ID 2 hitbox, but it was removed.
* Despite not having an ID 2 hitbox, the scripts have a flag for a hitbox with this ID to have the 4 extra frames of hitstun. This implies there used to be an ID 2 hitbox, but it was removed.
* Despite being a "punch" attack, this attack uses kick SFX.
* Hitbox ID 4 is effectively unused, due to being in the same spot, targeting the same grounded/aerial opponents and having a higher ID.  


{{MvSubNavKingKRool|g=SSBU}}
{{MvSubNavKingKRool|g=SSBU}}

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)