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Super Smash Bros. Ultimate

King K. Rool (SSBU)/Floor attack (front): Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:KingKRoolGetupAttackSSBU(Facing Down).gif|thumb|350px|Hitbox visualization showing King K. Rool's front-fallen floor attack.]]
[[File:KingKRoolGetupAttackFrontSSBU.gif|thumb|350px|Hitbox visualization showing King K. Rool's front-fallen floor attack.]]
==Overview==
==Overview==
{{SSBU|King K. Rool}} rears up and does a claw swipe before kicking out, sending opponents away to relieve pressure. The hitboxes match the animation nicely, with the second hit being up a bit larger than it looks. As with many of King K. Rool's attacks, the range of this attack is quite wide, allowing it to be effective at serving its purpose. The 2nd hit is, however, quite slow, and may not always hit opponents. The intangibility also ends just as the kick hitbox goes away, leaving a hurtbox extension that could lead to the attack making the situation worse for K. Rool than it already may be. It should be noted that with 80 base [[knockback]], as with most floor attacks, it will always send into [[tumble]].  
{{SSBU|King K. Rool}} rears up and does a claw swipe before kicking out, sending opponents away to relieve pressure. The hitboxes match the animation nicely, with the second hit being up a bit larger than it looks. As with many of King K. Rool's attacks, the range of this attack is quite wide, allowing it to be effective at serving its purpose. The 2nd hit is, however, quite slow, and may not always hit opponents. The intangibility also ends just as the kick hitbox goes away, leaving a hurtbox extension that could lead to the attack making the situation worse for K. Rool than it already may be. It should be noted that with 80 base [[knockback]], as with most floor attacks, it will always send into [[tumble]].  

Latest revision as of 09:50, April 7, 2024

Hitbox visualization showing King K. Rool's front-fallen floor attack.

Overview[edit]

King K. Rool rears up and does a claw swipe before kicking out, sending opponents away to relieve pressure. The hitboxes match the animation nicely, with the second hit being up a bit larger than it looks. As with many of King K. Rool's attacks, the range of this attack is quite wide, allowing it to be effective at serving its purpose. The 2nd hit is, however, quite slow, and may not always hit opponents. The intangibility also ends just as the kick hitbox goes away, leaving a hurtbox extension that could lead to the attack making the situation worse for K. Rool than it already may be. It should be noted that with 80 base knockback, as with most floor attacks, it will always send into tumble.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1
0 0 0 7.0% 8.0 AngleIcon48.png Standard 80 48 0 HitboxTableIcon(False).png 5.0 top 0.0 5.0 20.0 to 6.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 2
0 0 0 7.0% 8.0 AngleIcon48.png Standard 80 48 0 HitboxTableIcon(False).png 5.0 top 0.0 5.0 -20.0 to -6.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Intangibility 1-25
Hit 1 19-20
Hit 2 24-25
Interruptible 46
Animation length 54
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
Interruptibility
Interruptible