Editing King K. Rool (SSBU)/Neutral attack/Hit 2

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:KingKRoolJab2SSBU.gif|thumb|300px|Hitbox visualization showing King K. Rool's Hit 2 of neutral attack.]]
[[File:KingKRoolJab2SSBU.gif|thumb|270px|Hitbox visualization showing King K. Rool's Hit 2 of neutral attack.]]


==Overview==
==Overview==
King K. Rool does a quick claw swipe. Coming out Frame 3, this is King K. Rool's fastest move in general, although due to [[../Hit 1|Hit 1]]'s transition, it is technically Frame 9. Like Hit 1, this deals 4 extra frames of hitstun in addition to the usual amount. Due to the reasonably quick frame data and good active frames considering Hit 1, it's a niche option for baiting opponents trying to punish Hit 1.  
King K. Rool does a quick claw swipe. Coming out Frame 3, this is King K. Rool's fastest move in general, although due to [[../Hit 1|Hit 1]]'s transition, it is technically Frame 9. Like Hit 1, this deals 4 extra frames of hitstun in addition to the usual amount. Due to the reasonably quick frame data and good active frames considering Hit 1, it's a niche option for baiting opponents trying to punish Hit 1. It is also slightly [[disjointed]] for the same reason as Hit 1: the lack of hand hurtboxes.  


Jab 2 has slightly [[disjointed]] hitboxes for the same reason as [[../Hit 1|Hit 1]]: the lack of hand hurtboxes. This, in tandem with the previous hit, makes it effective for cancelling out weak projectiles like {{SSBU|Luigi}}'s [[Fireball]]s, but due to the low damage, it is matchup-specific. In the event the cancelling out occurs, K. Rool sustains minimal recoil lag, allowing for a quick punish.
Hitting lower than Hit 1 means Hit 2 is better at [[lock]]ing<ref>https://docs.google.com/spreadsheets/d/1BU1v14JpuTQEWmhYLzJn5KEBnKRN6GoAvs6g4QUhiag/edit?usp=sharing</ref> or hitting buried opponents<ref>https://docs.google.com/spreadsheets/d/113W9WQAmUCBukC0gNI09o3giIjTVnG9rHbUyg-aV3l8/edit?usp=sharing</ref> than the prior. This is important in some matchups, although it takes time to set up and thus tends to lose to [[getup attack]]. Outside of this, the best use of Hit 2 is in niche spacing scenarios where one needs more hitboxes, or is going into [[../Hit 3|Hit 3]].
 
Hitting lower than Hit 1 means Hit 2 is better at [[lock]]ing<ref>https://docs.google.com/spreadsheets/d/1BU1v14JpuTQEWmhYLzJn5KEBnKRN6GoAvs6g4QUhiag/edit?usp=sharing</ref> or hitting buried opponents<ref>https://docs.google.com/spreadsheets/d/113W9WQAmUCBukC0gNI09o3giIjTVnG9rHbUyg-aV3l8/edit?usp=sharing</ref> than the prior; it also assists with projectiles that hit lower to the ground. This is important in some matchups, although it takes time to set up and thus tends to lose to [[getup attack]]. Outside of this, the best use of Hit 2 is in niche spacing scenarios where one needs more hitboxes, or is going into [[../Hit 3|Hit 3]].


==Hitboxes==
==Hitboxes==
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|damage=2.5%
|damage=2.5%
|angle=361
|angle=361
|af=3
|bk=25
|bk=25
|ks=30
|ks=30
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|damage=2.5%
|damage=2.5%
|angle=361
|angle=361
|af=3
|bk=25
|bk=25
|ks=30
|ks=30
Line 56: Line 52:
|damage=2.5%
|damage=2.5%
|angle=361
|angle=361
|af=3
|bk=25
|bk=25
|ks=30
|ks=30
Line 76: Line 71:
|damage=2.5%
|damage=2.5%
|angle=180
|angle=180
|af=3
|hitbits=Fighter only
|bk=20
|bk=20
|ks=15
|ks=15
Line 97: Line 90:
|damage=2.5%
|damage=2.5%
|angle=361
|angle=361
|af=3
|bk=20
|bk=20
|ks=15
|ks=15
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|3-4
|3-4
|-
|-
!Continuability window
!Earliest continuable frame
|9-31
|9
|-
|-
!Interruptible
!Interruptible
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=4|e=LagContinuableS}}{{FrameStrip|t=Lag|c=19|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=24}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=4|e=LagContinuableS}}{{FrameStrip|t=Lag|c=19|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=24}}
|-
{{FrameStrip|t=Blank|c=8}}{{FrameStrip|t=Continuable|c=23}}{{FrameStrip|t=Blank|c=20}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|continuable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}
 
==Trivia==
* Despite being a "punch" attack, this attack uses kick SFX.
* Hitbox ID 4 is effectively only used for launching away items, as ID 3 can only hit fighters, to avoid launching items towards King K. Rool, hitting him.


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

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