King K. Rool (SSBU)/Neutral attack/Hit 2: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
{{Technical data|Animation length needs noting and adding to the timing.}}
[[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 Jab 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.  
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.  


Hitting lower than Hit 1 means Hit 2 is better at [[lock]]ing 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 you need more hitboxes, or going into Hit 3.  
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; 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==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
! Hitstun
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=2.5%
|damage=2.5%
|angle=361
|angle=361
|bk=30
|af=3
|ks=25
|bk=25
|ks=30
|fkv=0
|fkv=0
|r=2.8
|r=2.8
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|slvl=M
|slvl=M
}}
}}
|'''+4''' frames
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=2.5%
|damage=2.5%
|angle=361
|angle=361
|bk=30
|af=3
|ks=25
|bk=25
|ks=30
|fkv=0
|fkv=0
|r=2.8
|r=2.8
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|slvl=M
|slvl=M
}}
}}
|'''+4''' frames
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=2.5%
|damage=2.5%
|angle=361
|angle=361
|bk=30
|af=3
|ks=25
|bk=25
|ks=30
|fkv=0
|fkv=0
|r=2.8
|r=2.8
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|slvl=M
|slvl=M
}}
}}
|'''+4''' frames
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=3
|id=3
|damage=2.5%
|damage=2.5%
|angle=180
|angle=180
|bk=30
|af=3
|hitbits=Fighter only
|bk=20
|ks=15
|ks=15
|fkv=0
|fkv=0
|r=3
|r=3.0
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
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|slvl=M
|slvl=M
}}
}}
|'''+4''' frames
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=4
|id=4
|damage=2.5%
|damage=2.5%
|angle=361
|angle=361
|bk=30
|af=3
|bk=20
|ks=15
|ks=15
|fkv=0
|fkv=0
|r=3
|r=3.0
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
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|slvl=M
|slvl=M
}}
}}
|'''+4''' frames
|}
|}


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|3-4
|3-4
|-
|-
!Earliest continuable frame
!Continuability window
|9
|9-31
|-
|-
!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|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|continuable=y|interruptible=y}}
 
==Trivia==
* Despite being a "punch" attack, this attack uses kick SFX.
* Hitbox ID 4 is effectively unused akin to Hit 1's, due to being in the same spot as ID 3, targeting the same grounded/aerial opponents and having a higher ID.


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