King K. Rool (SSBU)/Neutral special: Difference between revisions
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!Kannonball Searchbox | !Kannonball Searchbox | ||
|[[File: | |[[File:KingKRoolNSpecialSearchSSBU.gif|300px]] | ||
|} | |} | ||
==Overview== | ==Overview== | ||
{{SSBU|King K. Rool}} pulls out his [[Blunderbuss]] and shoots a [https://www.mariowiki.com/Kannonball Kannonball] from [https://www.mariowiki.com/Donkey_Kong_Country_2:_Diddy%27s_Kong_Quest Donkey Kong Country 2]. He then proceeds to attempt to suck in an opponent or a Kannonball through the Vacuum function (officially called ''Suck Up''). Blunderbuss is an extremely crucial move to King K. Rool's boxing capabilities in neutral, as well as maintaining the advantage state. When Blunderbuss begins, K. Rool enters a 25 frame long "preparation stance" before the game decides to shoot a Kannonball or begin Vacuum based on whether a Kannonball is active or not. | {{SSBU|King K. Rool}} pulls out his [[Blunderbuss]] and shoots a [https://www.mariowiki.com/Kannonball Kannonball] from [https://www.mariowiki.com/Donkey_Kong_Country_2:_Diddy%27s_Kong_Quest Donkey Kong Country 2]. He then proceeds to attempt to suck in an opponent or a Kannonball through the Vacuum function (officially called ''Suck Up''). Blunderbuss is an extremely crucial move to King K. Rool's boxing capabilities in neutral, as well as maintaining the advantage state. When Blunderbuss begins, K. Rool enters a 25 frame long "preparation stance" before the game decides to shoot a Kannonball or begin Vacuum, based on whether a Kannonball is active or not. | ||
Kannonballs are mainly used to control space and thus limit opponent's options in competitive play. This is usually done through analyzing the opponent's habits and then responding with either grounded Kannonballs, or full hop ones. These control different levels, with grounded ones forcing aerial approaches and full hop ones forcing the opponent to play grounded | ===Kannonballs=== | ||
Kannonballs are mainly used to control space and thus limit opponent's options in competitive play. This is usually done through analyzing the opponent's habits and then responding with either grounded Kannonballs, or full hop ones. These control different levels, with grounded ones forcing aerial approaches and full hop ones forcing the opponent to play grounded or full hop over the Kannonball themselves. King K. Rool can approach alongside this to build pressure, or use [[Crownerang]] to cover the leftover space. If a platform is in the way, one can hold down to force K. Rool to ignore the platform while shooting the Kannonball. | |||
Kannonballs have extremely high hitlag when they connect, which allows them to be great combo tools and | Kannonballs have extremely high hitlag when they connect, which allows them to be great combo tools and + on shield at range<ref>https://docs.google.com/spreadsheets/d/1HhfsVfMdpIasaFZnaiDL5s4kdj9ARahz-lwEbZi57pU/edit?usp=sharing Shield Data</ref>. This can also be used to confirm dash grabs, particularly those used from a dash attack cancelled dash grab. The Kannonball's high damage also enables it to beat out projectiles in some matchups (Such as {{SSBU|Luigi}}'s [[Fireball]]s)<ref>https://docs.google.com/spreadsheets/d/1dFIauwn5Kh4QqUBbfadUu4TqMhpa2ujiAzn23pMyWnI/edit#gid=0 Projectile Interactions</ref>. These factors also allow Kannonballs to be extremely useful for hitconfirming [[King K. Rool (SSBU)/Dash attack|dash attack]] or [[King K. Rool (SSBU)/Forward tilt|forward tilt]] for around 30% from a small interaction. Holding Vacuum if a Kannonball hits at close range guarantees a Vacuum Throw, allowing for a ~30% combo at lower percentages. In this case, using Blunderbuss's up throw is recommended to force landing situations, which can potentially allow for an [[King K. Rool (SSBU)/up aerial|up aerial]] frame trap. | ||
Offstage, Kannonballs can be used to restrict recovery routes. Thanks to buffs in 6.0.0, Kannonballs have legitimate KO potential offstage at higher percentages, giving them a significant threat factor. K. Rool players often abuse this to get offstage [[King K. Rool (SSBU)/Neutral aerial|neutral aerial]] and [[King K. Rool (SSBU)/Forward aerial|forward aerial]] hits for [[gimp]]s or KOs. This can also be used alongside Crownerang for more effective coverage, however, the KO potential is greatly dampened. | Offstage, Kannonballs can be used to restrict recovery routes. Thanks to buffs in 6.0.0, Kannonballs have legitimate KO potential offstage at higher percentages, giving them a significant threat factor. K. Rool players often abuse this to get offstage [[King K. Rool (SSBU)/Neutral aerial|neutral aerial]] and [[King K. Rool (SSBU)/Forward aerial|forward aerial]] hits for [[gimp]]s or KOs. This can also be used alongside Crownerang for more effective coverage, however, the KO potential is greatly dampened. It's also possible to full hop and delay a B-reversed Kannonball to have it fall off the ledge, hitting opponents recovering low and confirming [[King K. Rool (SSBU)/Back aerial|back aerial]]. This commonly sees play among Japanese King K. Rool players like Chirori, though western players are averse to it due to the setup required. | ||
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. | ===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. | |||
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 | 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. | ||
* 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 [[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 | *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 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 | *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. | ||
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 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 {{SSBU|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 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 K. Rool's 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. | ||
==Update History== | ==Update History== | ||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
*{{nerf|Blunderbuss Vacuum's duration was | *{{nerf|Blunderbuss Vacuum's duration was reduced from 500 frames to 150 frames (8.33 secs → 2.5 secs).}} | ||
*{{bugfix|Blunderbuss Vacuum throws no longer turn opponents invisible during [[ | *{{bugfix|Blunderbuss Vacuum throws no longer turn opponents invisible during [[Special Zoom]] kill screens.}} | ||
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | |||
*{{bugfix|Fixed an issue with Blunderbuss upon reflect of kannonball resulted King K Rool's windbox becoming stuck.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|6.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|6.0.0}}''' | ||
*{{buff|Blunderbuss's Preparation Stance has less startup (frame 30 → 25), with its total duration reduced as well (FAF 70 → 65).}} | *{{buff|Blunderbuss's Preparation Stance has less startup (frame 30 → 25), with its total duration reduced as well (FAF 70 → 65).}} | ||
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{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=13% | |damage=13.0% | ||
|angle=60 | |angle=60 | ||
|af=1 | |||
|reflectable=t | |||
|bk=18 | |bk=18 | ||
|ks=92 | |ks=92 | ||
Line 63: | Line 67: | ||
|zpos=0.0 | |zpos=0.0 | ||
|ff=1.0 | |ff=1.0 | ||
|sdi=0.0 | |||
|direct=False | |direct=False | ||
|type=Weapon | |type=Weapon | ||
Line 72: | Line 77: | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=18% | |damage=18.0% | ||
|angle=65 | |angle=65 | ||
|af=1 | |||
|bk=60 | |bk=60 | ||
|ks=90 | |ks=90 | ||
Line 79: | Line 85: | ||
|r=4.5 | |r=4.5 | ||
|bn=top | |bn=top | ||
|xpos= | |xpos=0.0 | ||
|ypos=0.0 | |ypos=0.0 | ||
|zpos=0.0 | |zpos=0.0 | ||
|ff=1.0 | |ff=1.0 | ||
|sdi=0.0 | |||
|direct=False | |direct=False | ||
|type=Weapon | |type=Weapon | ||
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{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=17% | |damage=17.0% | ||
|angle=60 | |angle=60 | ||
|af=1 | |||
|reflectable=t | |||
|bk=55 | |bk=55 | ||
|ks=87 | |ks=87 | ||
Line 98: | Line 107: | ||
|r=4.5 | |r=4.5 | ||
|bn=top | |bn=top | ||
|xpos= | |xpos=0.0 | ||
|ypos=0.0 | |ypos=0.0 | ||
|zpos=0.0 | |zpos=0.0 | ||
|ff=1.0 | |ff=1.0 | ||
|sdi=0.0 | |||
|direct=False | |direct=False | ||
|type=Weapon | |type=Weapon | ||
Line 111: | Line 121: | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=9% | |damage=9.0% | ||
|angle=60 | |angle=60 | ||
|af=1 | |||
|reflectable=t | |||
|bk=30 | |bk=30 | ||
|ks=70 | |ks=70 | ||
Line 122: | Line 134: | ||
|zpos=0.0 | |zpos=0.0 | ||
|ff=1.0 | |ff=1.0 | ||
|sdi=0.0 | |||
|direct=False | |direct=False | ||
|type=Weapon | |type=Weapon | ||
Line 131: | Line 144: | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=0% | |rehit=3 | ||
|damage=0.0% | |||
|angle=160 | |angle=160 | ||
|bk=0 | |bk=0 | ||
Line 138: | Line 152: | ||
|r=9.0 | |r=9.0 | ||
|bn=top | |bn=top | ||
|xpos= | |xpos=0.0 | ||
|ypos=9.0 | |ypos=9.0 | ||
|zpos=22.0 | |zpos=22.0 to 27.0 | ||
|ff=0.0 | |ff=0.0 | ||
| | |sdi=0.0 | ||
|rebound=False | |rebound=False | ||
|clang=False | |clang=False | ||
Line 150: | Line 164: | ||
|sfx=None | |sfx=None | ||
|slvl=S | |slvl=S | ||
|flinchless=t | |||
}} | }} | ||
|} | |} | ||
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{{UltimateThrowTableRow | {{UltimateThrowTableRow | ||
|id=0 | |id=0 | ||
|damage=12% | |damage=12.0% | ||
|angle=42 | |angle=42 | ||
|bk=75 | |bk=75 | ||
Line 171: | Line 186: | ||
{{UltimateThrowTableRow | {{UltimateThrowTableRow | ||
|id=0 | |id=0 | ||
|damage=12% | |damage=12.0% | ||
|angle=89 | |angle=89 | ||
|bk=90 | |bk=90 | ||
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|slvl=S | |slvl=S | ||
}} | }} | ||
{{HitboxTableTitle|Blunderbuss | {{HitboxTableTitle|Blunderbuss Back Throw|24}} | ||
{{UltimateThrowTableRow | {{UltimateThrowTableRow | ||
|id=0 | |id=0 | ||
|damage=12% | |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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{{UltimateThrowTableRow | {{UltimateThrowTableRow | ||
|id=0 | |id=0 | ||
|damage=5% | |damage=5.0% | ||
|angle=361 | |angle=361 | ||
|bk=0 | |bk=0 | ||
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|'''Kannonball''' {{FrameStrip|t=Blank|c=25}}{{FrameStrip|t=Hitbox|c=120}} | |'''Kannonball''' {{FrameStrip|t=Blank|c=25}}{{FrameStrip|t=Hitbox|c=120}} | ||
|- | |- | ||
|'''Fire''' {{FrameStrip|t=Lag|c=25|e= | |'''Fire''' {{FrameStrip|t=Lag|c=25|e=LagPropS}}{{FrameStrip|t=Lag|c=45|s=LagPropE}}{{FrameStrip|t=Interruptible|c=29}}{{FrameStrip|t=Blank|c=46}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
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{|class="wikitable" | {|class="wikitable" | ||
|- | |- | ||
! | !Windboxes | ||
|6-36 | |6-36 | ||
|- | |- | ||
Line 249: | Line 267: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
|- | |- | ||
|'''Windbox''' {{FrameStrip|t=Blank|c=6}}{{FrameStrip|t= | |'''Windbox''' {{FrameStrip|t=Blank|c=6|e=BlankLoopS}}{{FrameStrip|t=FlinchlessHitbox|c=36|s=FlinchlessHitboxLoopE|e=FlinchlessHitboxLoopS}}{{FrameStrip|t=Blank|c=28|s=BlankLoopE}} | ||
|- | |- | ||
|'''Kannonball Searchbox''' {{FrameStrip|t=Blank|c=6}}{{FrameStrip|t= | |'''Kannonball Searchbox''' {{FrameStrip|t=Blank|c=6|e=BlankLoopS}}{{FrameStrip|t=Search|c=2|e=SearchChangeS|s=SearchLoopE}}{{FrameStrip|t=Search|c=2|e=SearchChangeS|s=SearchChangeE}}{{FrameStrip|t=Search|c=32|s=SearchChangeE|e=SearchLoopS}}{{FrameStrip|t=Blank|c=28|s=BlankLoopE}} | ||
|- | |- | ||
|'''Vacuum Grab''' {{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Grab|c=36}}{{FrameStrip|t=Lag|c=18}}{{FrameStrip|t=Interruptible|c=10}} | |'''Vacuum Grab''' {{FrameStrip|t=Lag|c=6|e=LagLoopS}}{{FrameStrip|t=Grab|c=36|s=GrabLoopE|e=GrabLoopS}}{{FrameStrip|t=Lag|c=18|s=LagLoopE}}{{FrameStrip|t=Interruptible|c=10}} | ||
|- | |- | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
Line 272: | Line 290: | ||
|70 | |70 | ||
|} | |} | ||
Reshot Kannonballs are active until they reach the blast zone | Reshot Kannonballs are active until they reach the blast zone; opponents maintain a hitbox until hitstun is over. As such, placement on a strip is essentially impossible. The prop frame here is to signify the hitbox's release. | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
|'''Hitboxes''' {{FrameStrip|t=Lag|c=10 | |'''Hitboxes''' {{FrameStrip|t=Lag|c=10|e=LagPropS}}{{FrameStrip|t=Lag|c=21|s=LagPropE}}{{FrameStrip|t=Interruptible|c=39}} | ||
|- | |- | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
Line 293: | Line 311: | ||
|74 | |74 | ||
|} | |} | ||
Reshot Kannonballs are active until they reach the blast zone | Reshot Kannonballs are active until they reach the blast zone; opponents maintain a hitbox until hitstun is over. As such, placement on a strip is essentially impossible. The prop frame here is to signify the hitbox's release. | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
|'''Hitboxes''' {{FrameStrip|t=Lag|c=16 | |'''Hitboxes''' {{FrameStrip|t=Lag|c=16|e=LagPropS}}{{FrameStrip|t=Lag|c=25|s=LagPropE}}{{FrameStrip|t=Interruptible|c=33}} | ||
|- | |- | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
Line 314: | Line 332: | ||
|79 | |79 | ||
|} | |} | ||
Reshot Kannonballs are active until they reach the blast zone | Reshot Kannonballs are active until they reach the blast zone; opponents maintain a hitbox until hitstun is over. As such, placement on a strip is essentially impossible. The prop frame here is to signify the hitbox's release. | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
|'''Hitboxes''' {{FrameStrip|t=Lag|c=10 | |'''Hitboxes''' {{FrameStrip|t=Lag|c=10|e=LagPropS}}{{FrameStrip|t=Lag|c=29|s=LagPropE}}{{FrameStrip|t=Interruptible|c=40}} | ||
|- | |- | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|grab=y}} | {{FrameIconLegend|lag=y|hitbox=y|interruptible=y|grab=y|flinchlesshitbox=y|prop=y|loop=y|search=y}} | ||
{{MvSubNavKingKRool|g=SSBU}} | {{MvSubNavKingKRool|g=SSBU}} |
Latest revision as of 08:47, April 7, 2024
King K. Rool neutral special hitbox visualizations | ||
---|---|---|
Kannonball | ||
Vacuum | ||
Kannonball Searchbox |
Overview[edit]
King K. Rool pulls out his Blunderbuss and shoots a Kannonball from Donkey Kong Country 2. He then proceeds to attempt to suck in an opponent or a Kannonball through the Vacuum function (officially called Suck Up). Blunderbuss is an extremely crucial move to King K. Rool's boxing capabilities in neutral, as well as maintaining the advantage state. When Blunderbuss begins, K. Rool enters a 25 frame long "preparation stance" before the game decides to shoot a Kannonball or begin Vacuum, based on whether a Kannonball is active or not.
Kannonballs[edit]
Kannonballs are mainly used to control space and thus limit opponent's options in competitive play. This is usually done through analyzing the opponent's habits and then responding with either grounded Kannonballs, or full hop ones. These control different levels, with grounded ones forcing aerial approaches and full hop ones forcing the opponent to play grounded or full hop over the Kannonball themselves. King K. Rool can approach alongside this to build pressure, or use Crownerang to cover the leftover space. If a platform is in the way, one can hold down to force K. Rool to ignore the platform while shooting the Kannonball.
Kannonballs have extremely high hitlag when they connect, which allows them to be great combo tools and + on shield at range[1]. This can also be used to confirm dash grabs, particularly those used from a dash attack cancelled dash grab. The Kannonball's high damage also enables it to beat out projectiles in some matchups (Such as Luigi's Fireballs)[2]. These factors also allow Kannonballs to be extremely useful for hitconfirming dash attack or forward tilt for around 30% from a small interaction. Holding Vacuum if a Kannonball hits at close range guarantees a Vacuum Throw, allowing for a ~30% combo at lower percentages. In this case, using Blunderbuss's up throw is recommended to force landing situations, which can potentially allow for an up aerial frame trap.
Offstage, Kannonballs can be used to restrict recovery routes. Thanks to buffs in 6.0.0, Kannonballs have legitimate KO potential offstage at higher percentages, giving them a significant threat factor. K. Rool players often abuse this to get offstage neutral aerial and forward aerial hits for gimps or KOs. This can also be used alongside Crownerang for more effective coverage, however, the KO potential is greatly dampened. It's also possible to full hop and delay a B-reversed Kannonball to have it fall off the ledge, hitting opponents recovering low and confirming back aerial. This commonly sees play among Japanese King K. Rool players like Chirori, though western players are averse to it due to the setup required.
Vacuum[edit]
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.
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.
- The forward reshoot is largely considered the best, and allows K. Rool to quickly dash attack or forward tilt opponents into the Reshot Kannonball from around 65%. At 0%, a reshot Kannonball at close range allows for a 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 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 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.
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 Mario at around 120% at the ledge. At lower percentages, 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 jumps, as well as bad landing options and airdodges.
- 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.
Update History[edit]
- Blunderbuss Vacuum's duration was reduced from 500 frames to 150 frames (8.33 secs → 2.5 secs).
- Blunderbuss Vacuum throws no longer turn opponents invisible during Special Zoom kill screens.
- Fixed an issue with Blunderbuss upon reflect of kannonball resulted King K Rool's windbox becoming stuck.
- Blunderbuss's Preparation Stance has less startup (frame 30 → 25), with its total duration reduced as well (FAF 70 → 65).
- The Kannonball is easier to vacuum, and has less base knockback (30 → 18), but much more knockback scaling (70 → 92), improving its KO potential overall.
- Both the Kannonball and opponents are shot faster after being vacuumed. This makes it much easier for King K. Rool to recover offstage after using the move without self-destructing, increasing its utility as an edgeguarding tool.
Hitboxes[edit]
Timing[edit]
Kannonball Shot[edit]
Preparation Stance | 1-25 |
---|---|
Hitboxes | 26-146 |
Interruptible | 70 |
Animation length | 99 |
Kannonball | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Fire |
Vacuum[edit]
Windboxes | 6-36 |
---|---|
Interruptible | 54 |
Animation length | 64 |
Animation length is the sum of SpecialNEnd and SpecialNLoop.
Windbox | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Kannonball Searchbox | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Vacuum Grab |
Forward Reshoot/Throw[edit]
Angle Frames | 1-6 |
---|---|
Hitboxes | 11-Varies |
Interruptible | 32 |
Animation length | 70 |
Reshot Kannonballs are active until they reach the blast zone; opponents maintain a hitbox until hitstun is over. As such, placement on a strip is essentially impossible. The prop frame here is to signify the hitbox's release.
Hitboxes |
Upward Reshoot/Throw[edit]
Angle Frames | 1-6 |
---|---|
Hitboxes | 17-Varies |
Interruptible | 41 |
Animation length | 74 |
Reshot Kannonballs are active until they reach the blast zone; opponents maintain a hitbox until hitstun is over. As such, placement on a strip is essentially impossible. The prop frame here is to signify the hitbox's release.
Hitboxes |
Backward Reshoot/Throw[edit]
Angle Frames | 1-6 |
---|---|
Hitboxes | 11-Varies |
Interruptible | 39 |
Animation length | 79 |
Reshot Kannonballs are active until they reach the blast zone; opponents maintain a hitbox until hitstun is over. As such, placement on a strip is essentially impossible. The prop frame here is to signify the hitbox's release.
Hitboxes |
Lag time |
Hitbox |
Loop point |
Flinchless hitbox |
Prop event |
Grab |
Interruptible |
Searchbox |
|