Editing King K. Rool (SSBU)

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 179: Line 179:
|uairname=Stretch Headbutt ({{ja|ストレッチヘッドバット|Sutorecchi Heddobatto}})
|uairname=Stretch Headbutt ({{ja|ストレッチヘッドバット|Sutorecchi Heddobatto}})
|uairdmg={{ShortHopDmgSSBU|14}}, {{ShortHopDmgSSBU|10}} (late)
|uairdmg={{ShortHopDmgSSBU|14}}, {{ShortHopDmgSSBU|10}} (late)
|uairdesc=An upward battering ram. It causes K. Rool to float slightly, giving it more reach. It has extremely high ending lag due to King K. Rool laughing after the move, preventing him from acting even if performed out of a double jump, making it risky to use offstage and making it the laggiest aerial in the game. However, is one of K. Rool's fastest aerial attacks (comes out on frame 7), and deals less damage if hit later. In addition to this, the early hitbox is among the strongest up aerials in the game, being able to KO at around 100% and even earlier if used near the upper blast zone, giving K. Rool a possibility to pick up very early KOs with the move, especially with rage. The early hit has a large, disjointed hitbox much larger than K. Rool's head, which also lingers for a disproportionately long time. The move has Belly Super Armor while K. Rool stretches his head out, ending after the hitboxes are over. When short-hopped, this move can allow K. Rool to move onto a platform, allowing for some movement options, and significantly helps with the issue of the move having high ending lag. Like up smash, there are intangibility frames on K. Rool's head during the attack, making it disjointed and allowing it to beat projectiles or some other even reasonably disjointed moves, such as {{SSBU|Mr. Game & Watch}}'s down aerial. This move can also be used for recovering from high to mid-levels, as K. Rool can be moved from side to side while using the move. <!--K. Rool's crown does not increase this move's damage, this has been tested. Remember that short hop attacks have a damage penalty in ''Ultimate''.-->
|uairdesc=An upward battering ram. It causes K. Rool to float slightly, giving it more reach. It has extremely high ending lag due to King K. Rool laughing after the move, preventing him from acting even if performed out of a double jumìp, making it risky to use offstage and making it the laggiest aerial in the game. However, is one of K. Rool's fastest aerial attacks (comes out on frame 7), and deals less damage if hit later. In addition to this, the early hitbox is among the strongest up aerials in the game, being able to KO at around 100% and even earlier if used near the upper blast zone, giving K. Rool a possibility to pick up very early KOs with the move, especially with rage. The early hit has a large, disjointed hitbox much larger than K. Rool's head, which also lingers for a disproportionately long time. The move has Belly Super Armor while K. Rool stretches his head out, ending after the hitboxes are over. When short-hopped, this move can allow K. Rool to move onto a platform, allowing for some movement options, and significantly helps with the issue of the move having high ending lag. Like up smash, there are intangibility frames on K. Rool's head during the attack, making it disjointed and allowing it to beat projectiles or some other even reasonably disjointed moves, such as {{SSBU|Mr. Game & Watch}}'s down aerial. This move can also be used for recovering from high to mid-levels, as K. Rool can be moved from side to side while using the move. <!--K. Rool's crown does not increase this move's damage, this has been tested. Remember that short hop attacks have a damage penalty in ''Ultimate''.-->
|dairname=Meteor Stomp ({{ja|メテオスタンプ|Meteo Sutanpu}})
|dairname=Meteor Stomp ({{ja|メテオスタンプ|Meteo Sutanpu}})
|dairdmg={{ShortHopDmgSSBU|12}} (early), {{ShortHopDmgSSBU|9}} (late)
|dairdmg={{ShortHopDmgSSBU|12}} (early), {{ShortHopDmgSSBU|9}} (late)

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)

Templates used on this page: