Editing King K. Rool (SSBU)/Side special

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{{SSBU|King K. Rool}} throws his crown forwards, before it returns like a boomerang, akin to his appearance in [https://www.mariowiki.com/Donkey_Kong_Country Donkey Kong Country]. This move is central to King K. Rool's advantage state, being able to control many options at once, as well as having combo utility off of the returning hit. [[Crownerang]] has a number of advanced techniques allowing the pickup animation to provide movement options as well, giving King K. Rool significant momentum if the player makes good use of them.  
{{SSBU|King K. Rool}} throws his crown forwards, before it returns like a boomerang, akin to his appearance in [https://www.mariowiki.com/Donkey_Kong_Country Donkey Kong Country]. This move is central to King K. Rool's advantage state, being able to control many options at once, as well as having combo utility off of the returning hit. [[Crownerang]] has a number of advanced techniques allowing the pickup animation to provide movement options as well, giving King K. Rool significant momentum if the player makes good use of them.  


As King K. Rool throws Crownerang, he gains [[Armor|damage-based armor]] of 12% on frames 6-63. This is effectively 14.4% in 1v1, as it is unaffected by it. Due to the FAF being 64, K. Rool is able to shield immediately to completely stuff out multihits thereafter, which is useful against moves such as {{SSBU|Sonic}}'s [[Sonic (SSBU)/Forward aerial|forward aerial]]. The armor also helps heavily against juggle-centric moves such as {{SSBU|Corrin}}'s up aerial when [[Stale-move negation|staled]]<ref>https://docs.google.com/spreadsheets/d/1QiWT63mHFBLbKn9594ahe1ee22Gf_aowCjrK6Heushk/edit?usp=sharing Crown Armor VS Moves can be found here.</ref>. This is immensely helpful for his disadvantage, armoring through even [[Nikita]]. This makes it a good ledge option as well; releasing from the ledge and jumping up and forward with Crownerang can stuff out many ledgetrap setups.  
As King K. Rool throws Crownerang, he gains [[Armor|damage-based armor]] of 12% on frames 6-63. This is effectively 14.4% in 1v1, as it is unaffected by it. Due to the FAF being 64, K. Rool is able to shield immediately to completely stuff out multihits thereafter, which is useful against moves such as {{SSBU|Sonic}}'s [[Sonic (SSBU)/Forward aerial|forward aerial]]. The armor also helps heavily against juggle-centric moves such as {{SSBU|Corrin}}'s up aerial when [[Stale-move negation|staled]]<ref>https://docs.google.com/spreadsheets/d/1QiWT63mHFBLbKn9594ahe1ee22Gf_aowCjrK6Heushk/edit?usp=sharing Crown Armor VS Moves can be found here.</ref>. This is immensely helpful for his disadvantage, armoring through even [[Nikita]].  


Once K. Rool throws Crownerang, it is treated as an entity that spawns hitboxes, rather than a simple projectile. As a result, it is impossible for a projectile to "beat" it out; it can only have the hits negated. This makes Crownerang an excellent way for King K. Rool to defend against projectiles. It is also difficult to contest with aerials capable of clanking (such as another King K. Rool's [[King K. Rool (SSBU)/Forward aerial|forward aerial]]), as it moves deceptively quickly when going forward.  
Once K. Rool throws Crownerang, it is treated as an entity that spawns hitboxes, rather than a simple projectile. As a result, it is impossible for a projectile to "beat" it out; it can only have the hits negated. This makes Crownerang an excellent way for King K. Rool to defend against projectiles. It is also difficult to contest with aerials capable of clanking (such as another King K. Rool's [[King K. Rool (SSBU)/Forward aerial|forward aerial]]), as it moves deceptively quickly when going forward.  


Crownerang has a small hitbox increase on frame 65 (or frame 39 post-toss) to serve as a double-hit, though this is inconsistent in regards to whether it actually works. Thereafter, it returns with a speed multiplier of 0., only that it will send opponents towards King K. Rool. It can also assist with disadvantage, with unaware players often getting hit by the crown. When an opponent is hit by the returning Crown hit, combos possibilities are essentially subject only to the player's imagination.  
Crownerang has a small hitbox increase on frame 65 (or frame 39 post-toss) to serve as a double-hit, although this is inconsistent in regards to whether it actually works. Thereafter, it returns with a speed multiplier of 0.3x, only that it will send opponents towards King K. Rool. It can also assist with disadvantage, with unaware players often getting hit by the crown. When an opponent is hit by the returning Crown hit, combos possibilities are essentially subject only to the player's imagination.  


King K. Rool players often use Crownerang for setups, hitting opponents into the Crown for the purpose of starting combos. A common confirm is using [[King K. Rool (SSBU)/Neutral attack|neutral attack]]'s first and/or second hits to stun opponents long enough for Crown to come back, and then using the Crown to confirm [[King K. Rool (SSBU)/Up aerial|up aerial]] as a consistent [[KO]] option. This can be done at around 95%, and the neutral attacks can be substituted with any option that gives K. Rool enough time to get the finishing hit. [[King K. Rool (SSBU)/Forward aerial|Forward aerial]], [[King K. Rool (SSBU)/Forward tilt|forward tilt]] and [[King K. Rool (SSBU)/Up tilt|up tilt]] are all equally useful ways to set up a combo. Holding opponents in place using [[King K. Rool (SSBU)/Neutral attack|neutral attack]] can also greatly assist with this, though precision and reaction time are needed to ensure that an attack doesn't cancel the returning Crown's knockback.  
King K. Rool players often use Crownerang for setups, hitting opponents into the Crown for the purpose of starting combos. A common confirm is using [[King K. Rool (SSBU)/Neutral attack|neutral attack]]'s first and/or second hits to stun opponents long enough for Crown to come back, and then using the Crown to confirm [[King K. Rool (SSBU)/Up aerial|up aerial]] as a consistent [[KO]] option. This can be done at around 95%, and the neutral attacks can be substituted with any option that gives K. Rool enough time to get the finishing hit. [[King K. Rool (SSBU)/Forward aerial|Forward aerial]], [[King K. Rool (SSBU)/Forward tilt|forward tilt]] and [[King K. Rool (SSBU)/Up tilt|up tilt]] are all equally useful ways to set up the combo.  


Crownerang is also used as a stage control tool. Using [[Blunderbuss]]'s [[King K. Rool (SSBU)/Neutral special|Kannonballs]] is also a common way to set up a horizontal wall that characters like {{SSBU|Ganondorf}} have difficulty getting past. This can be used with forward aerial for a quicker way to set up the wall as well. [[Punish]]ing the opponent's attempt to avoid the projectile allows for relatively decent zoning. This is slow however, and often requires significant distance to properly set up, often leading to players using one of the two before approaching instead.  
Crownerang is also used as a stage control tool. Using [[Blunderbuss]]'s [[King K. Rool (SSBU)/Neutral special|Kannonballs]] is also a common way to set up a horizontal wall that characters like {{SSBU|Ganondorf}} have difficulty getting past. This can be used with forward aerial for a quicker way to set up the wall as well. [[Punish]]ing the opponent's attempt to avoid the projectile allows for relatively decent zoning. This is slow however, and often requires significant distance to properly set up, often leading to players using one of the two before approaching instead.  
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{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y|vulnerable=y|armour=y|prop=y|flinchlesshitbox=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y|vulnerable=y|armour=y|prop=y|flinchlesshitbox=y}}
==See also==
* [[Crown sliding]]
* [[Crown bouncing]]
* [[Crown canceling]]
* [[Crown jumping]]
* [[Crown landing]]
==References==
{{reflist}}
{{MvSubNavKingKRool|g=SSBU}}
{{MvSubNavKingKRool|g=SSBU}}
[[Category:King K. Rool (SSBU)]]
[[Category:King K. Rool (SSBU)]]
[[Category:Side special moves (SSBU)]]
[[Category:Side special moves (SSBU)]]

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