Editing King K. Rool (SSBU)/Neutral special

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!Kannonball Searchbox
!Kannonball Searchbox
|[[File:KingKRoolNSpecialSearchSSBU.gif|300px]]
|[[File:Blunderbuss (Kannonball Range).gif|300px]]
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|}
|}


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===Vacuum===
===Vacuum===
During the period a Kannonball is out, Vacuum becomes available, and a Kannonball is active for 120 frames, meaning that at a surface level, K. Rool has Vacuum for 2 seconds. Once a Kannonball has connected with an opponent, wall or shield, it will retain a hitbox (dubbed the "Ricochet Hitbox") and remain active for around a second, but once it hits the floor, it can quickly disappear. The length of time it remains out, as a result, fluctuates greatly. All of this comes together to mean K. Rool should have Vacuum for around 3-4 seconds.  
During the period a Kannonball is out, Vacuum becomes available, and a Kannonball is active for 120 frames, meaning at a surface level K. Rool has Vacuum for 2 seconds. Once a Kannonball has connected with an opponent, wall or shield, it will retain a hitbox (dubbed the "Ricochet Hitbox") and remain active for around a second, but once it hits the floor it can quickly disappear. The length of time it remains out, as a result, fluctuates greatly. All of this comes together to mean K. Rool should have Vacuum for around 3-4 seconds.  


When Vacuum is available, K. Rool can use it and slide through platforms for mixups. Vacuum can be delayed for up to 19 frames rather than simply holding the button while in the preparation stance, allowing for mixups. As such, pressing B after the Blunderbuss during the frame window will trigger Vacuum instead. Vacuum will come out on frame 6 after the game allows it to be used, which is effectively frame 31 considering the preparation stance. Vacuum can be kept active for 30 frames, but can be extended for up to 90 frames - thus 120 frames - through holding the button. Tomahawk Vacuum is a very common play as well as the typical platform slip due to the [[windbox]]'s wide range.
When Vacuum is available, K. Rool can use it and slide through platforms for mixups. Vacuum can be delayed for up to 19 frames rather than simply holding the button while in the preparation stance, allowing for mixups. As such, pressing B after the Blunderbuss during the frame window will trigger Vacuum instead. Vacuum will come out on frame 6 after the game allows it to be used, which is effectively frame 31 considering the preparation stance. Vacuum can be kept active for 30 frames, but can be extended for up to 90 frames - thus 120 frames - through holding the button. Tomahawk Vacuum is a very common play as well as the typical platform slip due to the [[windbox]]'s wide range.


Once Vacuum is active, it will progressively enlarge a Kannonball searchbox. If a Kannonball comes into contact with this, it will slowly approach the Blunderbuss muzzle while retaining the ricochet hitbox. Once it enters, K. Rool will reshoot it with drastically increased damage and knockback, to the extent that it is +3 on shield at minimum range, allowing for shield mixups and virtually guaranteed grabs. There are three reshoot angles, all of which have some use, with a decision window of 6 frames as the reshoot begins.  
Once Vacuum is active, it will progressively enlarge a Kannonball searchbox. If a Kannonball comes into contact with this, it will slowly approach the Blunderbuss muzzle while retaining the ricochet hitbox. Once it enters, K. Rool will reshoot it with drastically increased damage and knockback. So much so, that it is +3 on shield at minimum range, allowing for shield mixups and virtually guaranteed grabs. There are three reshoot angles, all of which have some use, with a decision window of 6 frames as the reshoot begins.  
* The forward reshoot is largely considered the best, and allows K. Rool to quickly dash attack or [[King K. Rool (SSBU)/Forward tilt|forward tilt]] opponents into the Reshot Kannonball from around 65%. At 0%, a reshot Kannonball at close range allows for a [[King K. Rool (SSBU)/Forward aerial|forward aerial]] followup. [[Crownerang]]'s first hit can send opponents into reshot Kannonballs at high percentages.  
* The forward reshoot is largely considered the best, and allows K. Rool to quickly dash attack or [[King K. Rool (SSBU)/Forward tilt|forward tilt]] opponents into the Reshot Kannonball from around 65%. At 0%, a reshot Kannonball at close range allows for a [[King K. Rool (SSBU)/Forward aerial|forward aerial]] followup. [[Crownerang]]'s first hit can send opponents into reshot Kannonballs at high percentages.  
*The upward reshoot can be used to catch jumps, and K. Rool's [[King K. Rool (SSBU)/Up aerial|up aerial]] can also send opponents into it. However, the frame window for any other ways to knock opponents into it is too tight for feasible use, due to how fast the Kannonball flies.  
*The upward reshoot can be used to catch jumps, and [[King K. Rool (SSBU)/Up aerial|up aerial]] can also send opponents into it. However, the frame window for any other ways to knock opponents into it is too tight for feasible use, due to how fast the Kannonball goes.  
*The backward reshoot rarely sees use outside of doubles play due to how most of the time, opponents will be in front of K. Rool after a Kannonball connects. It is usually kept as a mixup.  
*The backward reshoot rarely sees use outside of doubles play due to how most of the time, opponents will be in front of K. Rool after a Kannonball connects. It's usually kept as a mixup.  


However, Vacuum can also grab opponents, and will prioritize them over Kannonballs every time. During a throw, [[intangibility]] is given to opponents until just before [[hitstun]] ends. There are three reshoot angles for vacuumed opponents, all the exact same as the Kannonball reshoot:
However, Vacuum can also grab opponents, and will prioritize them over Kannonballs every time. During a throw, [[intangibility]] is given to opponents until just before [[hitstun]] ends. There are three reshoot angles for vacuumed opponents, all the exact same as the Kannonball reshoot:
* The forward angle has strong KO potential if unstaled, KOing {{SSBU|Mario}} at around 120% at the ledge. At lower [[percentage]]s, this throw has an excellent [[tech]] situation for okizeme.  
* The forward angle has strong KO potential if unstaled, KOing Mario at around 120% at the ledge. At lower [[percentage]]s, this throw has an excellent [[tech]] situation for okizeme.  
* The up throw has negligible hit advantage, but K. Rool's up aerial is a common followup to catch [[jump]]s, as well as bad landing options and [[airdodge]]s.  
* The up throw has negligible hit advantage, but up aerial is a common followup to catch [[jump]]s, as well as bad landing options and [[airdodge]]s.  
* The back throw is usually used while recovering, dragging opponents to the [[blast zone]] by abusing the windbox. The KO potential at the ledge, however, is very negligible.
* The back throw is usually used while recovering, dragging opponents to the [[blast zone]] by abusing the windbox. The KO potential at the ledge, however, is very negligible.


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==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
! {{rollover|Rehit rate|If not 0, hits again every X frames|y}}
{{HitboxTableTitle|Kannonball (Shot)|42}}
{{HitboxTableTitle|Kannonball (Shot)|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
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|damage=13.0%
|damage=13.0%
|angle=60
|angle=60
|af=1
|reflectable=t
|bk=18
|bk=18
|ks=92
|ks=92
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|slvl=L
|slvl=L
}}
}}
|0
{{HitboxTableTitle|Kannonball (Reshot Players & Kannonballs)|42}}
{{HitboxTableTitle|Kannonball (Reshot Players & Kannonballs)|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
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|damage=18.0%
|damage=18.0%
|angle=65
|angle=65
|af=1
|bk=60
|bk=60
|ks=90
|ks=90
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|slvl=L
|slvl=L
}}
}}
|0
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=17.0%
|damage=17.0%
|angle=60
|angle=60
|af=1
|reflectable=t
|bk=55
|bk=55
|ks=87
|ks=87
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|slvl=L
|slvl=L
}}
}}
|0
{{HitboxTableTitle|Kannonball (Ricochet)|42}}
{{HitboxTableTitle|Kannonball (Ricochet)|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
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|damage=9.0%
|damage=9.0%
|angle=60
|angle=60
|af=1
|reflectable=t
|bk=30
|bk=30
|ks=70
|ks=70
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|slvl=L
|slvl=L
}}
}}
|0
{{HitboxTableTitle|Blunderbuss Vacuum Windbox|42}}
{{HitboxTableTitle|Blunderbuss Vacuum Windbox|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|rehit=3
|damage=0.0%
|damage=0.0%
|angle=160
|angle=160
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|sfx=None
|sfx=None
|slvl=S
|slvl=S
|flinchless=t
}}
}}
|3
|}
|}


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|damage=12.0%
|damage=12.0%
|angle=42
|angle=42
|af=3
|flinchless=t
|hitbits=No Stage Gimmick
|bk=75
|bk=75
|ks=48
|ks=48

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