Super Smash Bros. Ultimate

Blunderbuss: Difference between revisions

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{{Infobox Special Move
{{Infobox Special Move
|name = Blunderbuss
|name = Blunderbuss
|image = [[File:King K. Rool SSBU Blunderbuss.jpg|300px]]
|image = [[File:King K Rool Neutral B SSBU.gif|300px]]
|caption = King K. Rool shooting a Kannonball from the Blunderbuss in ''Ultimate''.
|caption = King K. Rool shooting a Kannonball from the Blunderbuss in ''Ultimate''.
|universe = {{uv|Donkey Kong}}
|universe = {{uv|Donkey Kong}}
Line 10: Line 10:
|interwikipage = Blunderbuss
|interwikipage = Blunderbuss
}}
}}
{{cquote|''Fires an iron ball from his gun. The button can be held to suck the iron ball (or opponents) back in.''|cite=Description from ''Ultimate''{{'}}s Move List}}


The '''Blunderbuss''' ({{ja|パイレーツキャノン|Pairētsu Kyanon}}, ''Pirate's Cannon'') is {{SSBU|King K. Rool}}'s [[neutral special move]].
The '''Blunderbuss''' ({{ja|パイレーツキャノン|Pairētsu Kyanon}}, ''Pirate's Cannon'') is [[King K. Rool]]'s [[neutral special move]].


==Overview==
==Overview==
K. Rool pulls out a {{s|wikipedia|blunderbuss}} and shoots a {{s|mariowiki|Kannonball}} [[projectile]] forward, donning the pirate hat he used in ''Donkey Kong Country 2: Diddy's Kong Quest''.
[[File:Fake Shot Vacuum Cancel.gif|thumb|250px|King K. Rool cancelling Fake Shot into Vacuum.]]
When the special button is pressed, K. Rool pulls out a {{iw|wikipedia|blunderbuss}} and shoots a {{iw|mariowiki|Kannonball}} forward, donning the pirate hat he used in ''Donkey Kong Country 2: Diddy's Kong Quest''. The projectile is slow, travels straight for 3/4 the length of {{SSBU|Final Destination}}, gradually slowing down as it travels, and deals 13%, with relatively strong knockback, being able to KO around 130-150%. After around 2 seconds, the Kannonball will disappear. K. Rool cannot fire another Kannonball if the one he previously shot is still in play, instead firing smoke, commonly referred to as a "Fake Shot". It serves no practical purpose aside from playing [[Mindgame|mindgames]], for example tricking the opponent into thinking it is safe to get up from the ledge. It can then be cancelled into Vacuum after frame 25 while the smoke remains; this is referred to as a "Fake Shot Vacuum Cancel" by the K. Rool playerbase.


When the special button is pressed, K. Rool will fire a Kannonball, and then put away his hat and blunderbuss. The projectile is slow, travels straight for 3/4 the length of {{SSBU|Final Destination}} and deals 13%. After around 2 seconds, the Kannonball will disappear. K. Rool cannot fire another Kannonball if one the one he previously shot is still present, instead firing a "Fake Shot". The Fake Shot will simply have smoke come out, being completely useless and leaving K. Rool vulnerable until the move ends.
If the special button is held until Frame 25 while the Kannonball is in play, the Blunderbuss will automatically begin suck in air in front of K. Rool, creating a vortex which acts as a command grab known officially as "Suck Up" but colloquially as "Vacuum". This takes an additional 6 frames, making it Frame 31. Vacuum can be executed separately from the Kannonball fire so long as it's in play. The Blunderbuss will continue to suck as long as the special button is held, for a maximum of 2.5 seconds, allowing for [[edgeguard]]ing. K. Rool can drop through platforms at any point while using Blunderbuss — from as soon as frame 1 — and players can influence the direction K. Rool drops in with the control stick if Vacuum is used in this state. If the player's own Kannonball or an opponent comes near the vacuum, the Blunderbuss will inhale and spit it out in one of three pre-set directions chosen by the player. Blunderbuss will usually prioritize a player rather than the Kannonball. While an opponent or Kannonball is being sucked in, K. Rool can still fall through platforms, enabling more unique reshoots. This also allows K. Rool to carry Kannonballs around, maintaining their hitbox. If a Kannonball is reflected, it can still be sucked in as well, returning ownership to K. Rool. However, other player's Kannonballs or projectiles cannot be reshot, so it isn't necessarily a reflector. Reflected and reshot Kannonballs do not maintain or increase their damage, being "reset" instead.


If the special button is held while the Kannonball is in play (or holding the button until Frame 50 of the initial shot), the Blunderbuss will suck in air in front of K. Rool, creating a vortex which also acts as a command grab. This can also be done directly after firing the Kannonball. Blunderbuss will continue to suck as long as the special button is held, for a maximum of 2.5 seconds. K. Rool can drop through platforms while in this state, and while dropping a player can influence his direction as well. If the player's own Kannonball or an opponent comes near the vacuum, the blunderbuss will trap them inside it and K. Rool shoots them out immediately afterwards acting as a command grab. However, it will usually prioritize a player rather than the Kannonball. While an opponent or Kannonball is being sucked in, K. Rool can still fall through platforms, enabling more unique reshoots. If a Kannonball is reflected, it can still be sucked in as well. However, other player's Kannonballs or projectiles cannot be reshot.  
If a Kannonball hits a wall or player, it will fall down and retain its [[hitbox]] until it hits the floor, in which case it disappears after around half a second. Falling Kannonballs have questionable utility outside of [[Team Battle]]s, mainly due to the Blunderbuss's [[ending lag]] and the short period of time the Kannonball remains active. However, one can shoot an opponent with a Kannonball, drop through a platform while vacuuming, and still manage to reshoot it. Off-stage, a falling Kannonball can be used to disrupt recovery or set up for {{mvsub|King K. Rool|SSBU|back aerial}}, or a bold player could reshoot it at the opponent for a stylish — albeit often sacrificial — KO.


If a Kannonball is sucked in, it will be reshot. When this occurs, its damage increases to 17% with noticeably higher [[knockback]]. If an opponent is shot, it will inflict 12% damage to the victim and briefly turn them into a projectile. During this state, the opponent is invincible, somewhat limiting combo utility. The shot can be aimed in 3 directions; up and forward, directly up or backwards. Kannonballs will maintain their increased power throughout this. Forward Reshoot is a very strong throw, killing opponents at around 120% at the edge. Upward Reshoot is niche but can be used to set up for [[up aerial]] as a frame trap. Backward Reshoot is useful when recovering while using Vacuum after being launched high, either closing out a stock early or ending in a stock trade (K. Rool will be KO'd first). Due to this, opponents will be less inclined to try and stop K. Rool from returning.  
===Reshooting===
[[File:KingKRoolNSpecialSearchSSBU.gif|thumb|left|200px|Vacuum's searchbox for Kannonballs introduced in 6.0.0. Once it is completely stretched out, it remains as such until Vacuum is put away.]]
If a Kannonball or player is sucked into the Blunderbuss, K. Rool can pick one of three directions to shoot them out — diagonally forward, directly up, or diagonally backwards — from Frames 16-21; the input window technically allows for delayed shots. Blunderbuss's throws are known as "Reshoots" by the K. Rool playerbase. If a foe is thrown by the Blunderbuss, they have full-body [[intangibility]] until [[hitstun]] is over, eliminating all follow-up potential unless the opponent lacks a frame 1 escape option.


If a Kannonball hits a wall or player, it will fall down and retain its [[hitbox]] until it hits the floor, in which case it disappears after around half a second. This means that one can shoot an opponent with a Kannonball, drop down while vacuuming, and still manage to reshoot it. However, the length of time the Kannonball is out makes the practicality of this strategy questionable. Off-stage, a falling Kannonball can be used to disrupt recovery, or a bold player could reshoot it at the opponent for a stylish KO.
If a Kannonball is sucked in, it will be reshot; this cannot be cancelled. When this occurs, its damage increases to 17% with noticeably higher [[knockback]]. It is considered a new projectile by the game, known as "spitball" rather than "ironball", meaning that no matter how much a Kannonball is reflected, it will return to the default damage upon being reshot. Once shot out, however, reflectors can increase the damage of the reshot Kannonball as usual, although reshooting it again will return it back to normal. Reshot Kannonballs will remain until they reach the [[blast zone]], during which Vacuum remains accessible. Thus, deliberately reshooting Kannonballs to keep Vacuum available is a legitimate strategy. It's possible to hit foes into reshot Kannonballs using moves like {{mvsub|King K. Rool|SSBU|dash attack}}, {{mvsub|King K. Rool|SSBU|forward aerial}}, and {{mvsub|King K. Rool|SSBU|forward tilt}}, though it's punishable if telegraphed. Reshot Kannonballs are also plus on [[shield]] up-close, allowing K. Rool to easily score a [[grab]].


==Blunderbuss Vacuum Delay==
In the {{SSBU|6.0.0}} update of ''Ultimate'', reshooting Kannonballs was reworked. All Blunderbuss throws and reshoots were made faster (interestingly, the released Kannonballs no longer match the animation), and Vacuum also had a searchbox added for the Vacuum feature when sucking up Kannonballs. This was designed to make taking in Kannonballs easier, allowing for reshoots to be much more consistent. Prior to this, the Vacuum's grabbox and windbox were used to pull Kannonballs in, which resulted in situations where it would be wrongly prioritised and cause K. Rool to be punished; it also made off-stage reshoots much less consistent. This new searchbox allows for more flexibility when taking in Kannonballs, allowing for them to be sucked in from quite far away and even be carried off-stage. It is also far easier to suck in Kannonballs from platforms thanks to the sheer range of the new searchbox. Furthermore, Kannonballs can be sucked in from off-stage while K. Rool is at the ledge, allowing them to be reshot at the then-launched opponent. As a result, the new Blunderbuss Vacuum searchbox patched up a lot of flaws reshooting as a strategy had, allowing for more creative use of the move.
[[File:Blunderbuss_Vacuum_Delay.gif|thumb|left|190px|King K. Rool executing Blunderbuss Vacuum Delay.]]
Though holding the B Button will transition Blunderbuss into the Vacuum stance, this isn't actually the only way to do it. By tapping B to trigger Blunderbuss, there are 19 frames (after the shot) where Vacuum can be inputted at any point. This is known as Blunderbuss Vacuum Delay by the playerbase.


This trick is typically used by King K. Rool players when ledgetrapping, as a mixup. For example, a player seeking to end a match quickly could try to jump and attack, only to get hit with a delayed Vacuum to reset the recovery situation again. In circumstances where this catches a jumping opponent (for example trying to use a forward aerial after being knocked back only slightly), this can potentially gimp them.  
If an opponent is shot out, it will inflict 12% damage to said opponent and briefly turn them into a sort of projectile; said projectile uses a similar hitbox to reshot Kannonballs. Opponents that are reshot cannot be reflected. While primarily useful in free for all and team matches, this also helps K. Rool against the {{SSBU|Ice Climbers}} and {{SSBU|Rosalina & Luma}}, as he can potentially hit their partner while reshooting the other. Forward Reshoot is a very strong throw, KOing opponents at around 120% at the edge. Upward Reshoot is mediocre, only really setting up for {{mvsub|King K. Rool|SSBU|up aerial}} as a frame trap, or for KOs at exceedingly high [[percentage]]s on top platforms of stages like [[Battlefield]]. Backward Reshoot is useful when recovering while using Vacuum after being launched high, as K. Rool can carry opponents to the blast zone they were trying to send him to. This either closes out a stock early or ends in a stock trade (K. Rool will be KO'd first). Due to this, opponents will be less inclined to try and stop K. Rool from returning.


==Fake Shot Vacuum Cancel==
==Techniques==
[[File:Fake Shot Vacuum Cancel.gif|thumb|left|190px|King K. Rool executing a Fake Shot Vacuum Cancel, notice the smoke immediately cancelling into Vacuum.]]
===Blunderbuss Vacuum Delay===
In a similar fashion, while the Blunderbuss's Kannonball is out, the move actually changes completely. The "Fake Shot" - where the Blunderbuss shoots but nothing comes out - actually can be cancelled into Vacuum at any point; even before the Blunderbuss even comes out. This is known as a Fake Shot Vacuum Cancel, and is simply executed by pressing and holding B during the Fake Shot animation. The reason this occurs is unknown, though players assume it is because holding Vacuum is actually buffering it to happen on the first possible frame.  
[[File:Blunderbuss_Vacuum_Delay.gif|thumb|250px|King K. Rool executing B-Reversed Blunderbuss, into a Blunderbuss Vacuum Delay.]]
Though holding the special button will transition Blunderbuss into the Vacuum stance, this isn't actually the only way to do it. By tapping the special button to trigger Blunderbuss, there are 19 frames (after the shot) where Vacuum can be inputted at any point. This is known as '''Blunderbuss Vacuum Delay''' by the playerbase.


Executing this, while simple, allows for a good degree of creativity in the bait and punish playstyle. Given Fake Shot can be cancelled even as the Blunderbuss is shooting, it's possible to "camouflage" the tech through the smoke. As a result it's possible to deceive players during the match and manage to get more reshoots off than normal and continue playing mindgames with the opponent. As a result, there is extremely large mixup potential resulting from this. That is, if the player doesn't figure it out.  
This tech is typically used by King K. Rool players when ledgetrapping, as a mixup. For example, a player seeking to end a ledgetrap situation quickly could try to jump and attack, only to get caught by a delayed Vacuum to reset the recovery situation again. In circumstances where this catches a jumping opponent (for example trying to use a forward aerial after being knocked back only slightly), this can potentially gimp them. It can be used when dropping through platforms in a similar manner, minimizing the potential punish for not using it far away.


This works best on opponents being too aggressive and trigger-happy on their punishes, allowing the King K. Rool player to easily reset neutral and press his neutral-based playstyle further. The best movement setup for this is dropping through platforms and suddenly going into Vacuum when the opponent tries to exploit the Blunderbuss's lag. This is because players can typically intercept poor platform movement in other matchups anyway, making it very strong bait. It is also used when ledgetrapping as a red herring to keep the mindgames going, though typically Vacuum Delay is better for this. Overall, this isn't inherently useful, but adds to K. Rool's endless bag of tricks.  
Managing Vacuum Delay isn't too difficult, although practice in Training Mode can help a player understand the timing for catching opponents. As a general rule, Vacuum has 6 Frames of startup, meaning it is very possible to catch opponents on reaction. As a result, this tech is extremely practical when one is attempting to zone and keep the opponent out: it doesn't have to be executed with intention, it can also be executed as a defensive measure.
{{clr}}
 
===Blunderbouncing===
[[File:Blunderbouncing.gif|thumb|250px|A regular Blunderbuss shot from a ledge jump, compared with a Blunderbounced one. Notice K. Rool falls significantly quicker.]]
Unintentionally introduced in {{SSBU|6.0.0}} as part of the lag changes, Blunderbouncing uses the Frame Speed Multiplier applied on frame 1 alongside the Blunderbuss's firing recoil to reverse K. Rool's momentum, usually from a full hop or [[double jump]]. In practice, K. Rool falls akin to a [[fast fall]]. Blunderbouncing mainly occurs when K. Rool shoots the Kannonball at the apex of a jump or knockback, though other situations have been observed, such as in response to [[windbox]]es. Indirectly due to the technique's properties, K. Rool can experience less clank lag against disjointed hitboxes when firing a Kannonball in this scenario. Additionally, Blunderbouncing can also apply to Vacuum, allowing for very quick edgeguarding if b-reversed from a ledge jump.
{{clr}}
 
==Instructional quote==
{{InstructionalQuotes
|ssbuchar=King K. Rool
|ssbudesc=Fires an iron ball from his gun. The button can be held to suck the iron ball (or opponents) back in.
}}


==Origin==
==Origin==
[[File:Blunderbuss Origin.png|thumb|right|200px|[[Diddy Kong]] fighting Kaptain K. Rool in ''Diddy's Kong Quest''.]]
[[File:Blunderbuss Origin.png|thumb|left|200px|[[Diddy Kong]] fighting Kaptain K. Rool in ''Diddy's Kong Quest''.]]
This attack is based on the boss fight against Kaptain K. Rool, King K. Rool's pirate persona, in ''{{s|mariowiki|Donkey Kong Country 2: Diddy's Kong Quest}}''. In the fight, [[Diddy Kong]] and [[Dixie Kong]] have to avoid Kannonballs shot by K. Rool, then grab and throw them into his blunderbuss when he tries to vacuum up the Kongs; if a Kong got close to the blunderbuss as it vacuumed, they would not get sucked inside, but instead K. Rool would strike them with the butt of the gun. Throwing a Kannonball into the blunderbuss as it vacuumed would result in it clogging up and exploding, dealing damage to K. Rool in a comical manner; this also shoots the Kannonball back out at increasing speeds as the fight goes on.
The Blunderbuss is a real life weapon that was created in the Netherlands and became prominent throughout the 17th century. It is a firearm with a short, large caliber barrel which is flared at the muzzle and used with shot and other projectiles of equivalent quantity or caliber. The blunderbuss is commonly considered to be an early predecessor of the modern shotgun, with similar military and defensive use. The two handed variant [[King K. Rool]] uses was effective only at short range, lacking accuracy at long distances.
 
The attack itself is based on the boss fights against Kaptain K. Rool, King K. Rool's pirate persona, in ''{{iw|mariowiki|Donkey Kong Country 2: Diddy's Kong Quest}}''. In the fights, [[Diddy Kong]] and [[Dixie Kong]] have to avoid Kannonballs shot by K. Rool, then grab and throw them into his blunderbuss when he tries to vacuum up the Kongs; if a Kong got close to the blunderbuss as it vacuumed, they would not get sucked inside, but instead K. Rool would strike them with the butt of the gun. Throwing a Kannonball into the blunderbuss as it vacuumed would result in it clogging up and exploding, dealing damage to K. Rool in a comical manner; this also shoots the Kannonball back out at increasing speeds as the fight goes on. Kannonballs also bounce once as they hit the ground, similar to how they did in ''{{iw|mariowiki|Donkey Kong Country}}'' during the boss fight against King K. Rool.


Kannonballs also bounce one as they hit the ground, similar to how they did in ''{{s|mariowiki|Donkey Kong Country}}'' during the boss fight against King K. Rool.
Unlike in ''Ultimate'', Kaptain K. Rool's blunderbuss could shoot out Kannonballs with spikes and at various heights and trajectories, such as bouncing on the ground or spiraling through the air. It could also be used to rocket K. Rool across the stage, with the blunderbuss acting as an exhaust. It could shoot odd mists that would freeze, confuse or slow down Diddy and Dixie Kong on contact. The explosion is also absent, likely due to not wanting the move to inflict damage on the player, especially considering the ease at which a cannonball can be regained.


Unlike in ''Ultimate'', Kaptain K. Rool's blunderbuss could shoot out Kannonballs with spikes, and at various heights and trajectories, such as bouncing on the ground or spiraling through the air. It could also be used to rocket K. Rool across the stage, with the blunderbuss acting as an exhaust, and it could shoot odd mists that would freeze, confuse or slow down Diddy and Dixie Kong on contact. The explosion is also absent, likely due to not wanting the move to inflict damage on the player.  
The circular motion that the Kannonballs exhibit while flying through the air in ''Ultimate'' could be a reference to cannonballs shot by [[Shotzo]]s, in a similar vein to Bowser Jr.'s [[Clown Cannon]].
{{clear}}
{{clrl}}


==Gallery==
==Gallery==
<gallery>
<gallery>
SSBUWebsiteKingKRool2.jpg|King K. Rool using the Blunderbuss's Vacuum feature.  
SSBUWebsiteKingKRool2.jpg|King K. Rool using the Blunderbuss's Vacuum feature.
King K Rool SSBU Skill Preview Neutral Special.png|Blunderbuss as shown by a Skill Preview in ''Ultimate''.
King K Rool SSBU Skill Preview Neutral Special.png|Blunderbuss as shown by the Move List in ''Ultimate''.
</gallery>
</gallery>
==Names in other languages==
{{Langtable
|ja={{ja|パイレーツキャノン|Pairētsu Kyanon}}, ''Pirate's Cannon''
|en=Blunderbuss
|fr=Tromblon
|es=Trabuco pirata
|de=Donnerbüchse
|it=Cannondrillo
|nl=Donderbus
|ru={{rollover|Мушкетон|Mushketon|?}}
|ko={{rollover|파이러츠 캐논|Paireocheu Kaenon|?}}, ''Pirate's Cannon''
|zh_cn={{rollover|海盗加农|Hǎidào Jiānóng|?}}
|zh_tw={{rollover|海盜加農|Hǎidào Jiānóng|?}}
}}


{{Special Moves|char=King K. Rool}}
{{Special Moves|char=King K. Rool}}
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[[Category:King K. Rool]]
[[Category:King K. Rool]]
[[Category:King K. Rool (SSBU)]]
[[Category:King K. Rool (SSBU)]]
[[Category:Vacuums]]

Latest revision as of 21:33, August 19, 2024

Blunderbuss
King K Rool Neutral B SSBU.gif
King K. Rool shooting a Kannonball from the Blunderbuss in Ultimate.
User King K. Rool
Universe Donkey Kong
Article on Super Mario Wiki Blunderbuss

The Blunderbuss (パイレーツキャノン, Pirate's Cannon) is King K. Rool's neutral special move.

Overview[edit]

King K. Rool cancelling Fake Shot into Vacuum.

When the special button is pressed, K. Rool pulls out a blunderbuss and shoots a Kannonball forward, donning the pirate hat he used in Donkey Kong Country 2: Diddy's Kong Quest. The projectile is slow, travels straight for 3/4 the length of Final Destination, gradually slowing down as it travels, and deals 13%, with relatively strong knockback, being able to KO around 130-150%. After around 2 seconds, the Kannonball will disappear. K. Rool cannot fire another Kannonball if the one he previously shot is still in play, instead firing smoke, commonly referred to as a "Fake Shot". It serves no practical purpose aside from playing mindgames, for example tricking the opponent into thinking it is safe to get up from the ledge. It can then be cancelled into Vacuum after frame 25 while the smoke remains; this is referred to as a "Fake Shot Vacuum Cancel" by the K. Rool playerbase.

If the special button is held until Frame 25 while the Kannonball is in play, the Blunderbuss will automatically begin suck in air in front of K. Rool, creating a vortex which acts as a command grab known officially as "Suck Up" but colloquially as "Vacuum". This takes an additional 6 frames, making it Frame 31. Vacuum can be executed separately from the Kannonball fire so long as it's in play. The Blunderbuss will continue to suck as long as the special button is held, for a maximum of 2.5 seconds, allowing for edgeguarding. K. Rool can drop through platforms at any point while using Blunderbuss — from as soon as frame 1 — and players can influence the direction K. Rool drops in with the control stick if Vacuum is used in this state. If the player's own Kannonball or an opponent comes near the vacuum, the Blunderbuss will inhale and spit it out in one of three pre-set directions chosen by the player. Blunderbuss will usually prioritize a player rather than the Kannonball. While an opponent or Kannonball is being sucked in, K. Rool can still fall through platforms, enabling more unique reshoots. This also allows K. Rool to carry Kannonballs around, maintaining their hitbox. If a Kannonball is reflected, it can still be sucked in as well, returning ownership to K. Rool. However, other player's Kannonballs or projectiles cannot be reshot, so it isn't necessarily a reflector. Reflected and reshot Kannonballs do not maintain or increase their damage, being "reset" instead.

If a Kannonball hits a wall or player, it will fall down and retain its hitbox until it hits the floor, in which case it disappears after around half a second. Falling Kannonballs have questionable utility outside of Team Battles, mainly due to the Blunderbuss's ending lag and the short period of time the Kannonball remains active. However, one can shoot an opponent with a Kannonball, drop through a platform while vacuuming, and still manage to reshoot it. Off-stage, a falling Kannonball can be used to disrupt recovery or set up for back aerial, or a bold player could reshoot it at the opponent for a stylish — albeit often sacrificial — KO.

Reshooting[edit]

Vacuum's searchbox for Kannonballs introduced in 6.0.0. Once it is completely stretched out, it remains as such until Vacuum is put away.

If a Kannonball or player is sucked into the Blunderbuss, K. Rool can pick one of three directions to shoot them out — diagonally forward, directly up, or diagonally backwards — from Frames 16-21; the input window technically allows for delayed shots. Blunderbuss's throws are known as "Reshoots" by the K. Rool playerbase. If a foe is thrown by the Blunderbuss, they have full-body intangibility until hitstun is over, eliminating all follow-up potential unless the opponent lacks a frame 1 escape option.

If a Kannonball is sucked in, it will be reshot; this cannot be cancelled. When this occurs, its damage increases to 17% with noticeably higher knockback. It is considered a new projectile by the game, known as "spitball" rather than "ironball", meaning that no matter how much a Kannonball is reflected, it will return to the default damage upon being reshot. Once shot out, however, reflectors can increase the damage of the reshot Kannonball as usual, although reshooting it again will return it back to normal. Reshot Kannonballs will remain until they reach the blast zone, during which Vacuum remains accessible. Thus, deliberately reshooting Kannonballs to keep Vacuum available is a legitimate strategy. It's possible to hit foes into reshot Kannonballs using moves like dash attack, forward aerial, and forward tilt, though it's punishable if telegraphed. Reshot Kannonballs are also plus on shield up-close, allowing K. Rool to easily score a grab.

In the 6.0.0 update of Ultimate, reshooting Kannonballs was reworked. All Blunderbuss throws and reshoots were made faster (interestingly, the released Kannonballs no longer match the animation), and Vacuum also had a searchbox added for the Vacuum feature when sucking up Kannonballs. This was designed to make taking in Kannonballs easier, allowing for reshoots to be much more consistent. Prior to this, the Vacuum's grabbox and windbox were used to pull Kannonballs in, which resulted in situations where it would be wrongly prioritised and cause K. Rool to be punished; it also made off-stage reshoots much less consistent. This new searchbox allows for more flexibility when taking in Kannonballs, allowing for them to be sucked in from quite far away and even be carried off-stage. It is also far easier to suck in Kannonballs from platforms thanks to the sheer range of the new searchbox. Furthermore, Kannonballs can be sucked in from off-stage while K. Rool is at the ledge, allowing them to be reshot at the then-launched opponent. As a result, the new Blunderbuss Vacuum searchbox patched up a lot of flaws reshooting as a strategy had, allowing for more creative use of the move.

If an opponent is shot out, it will inflict 12% damage to said opponent and briefly turn them into a sort of projectile; said projectile uses a similar hitbox to reshot Kannonballs. Opponents that are reshot cannot be reflected. While primarily useful in free for all and team matches, this also helps K. Rool against the Ice Climbers and Rosalina & Luma, as he can potentially hit their partner while reshooting the other. Forward Reshoot is a very strong throw, KOing opponents at around 120% at the edge. Upward Reshoot is mediocre, only really setting up for up aerial as a frame trap, or for KOs at exceedingly high percentages on top platforms of stages like Battlefield. Backward Reshoot is useful when recovering while using Vacuum after being launched high, as K. Rool can carry opponents to the blast zone they were trying to send him to. This either closes out a stock early or ends in a stock trade (K. Rool will be KO'd first). Due to this, opponents will be less inclined to try and stop K. Rool from returning.

Techniques[edit]

Blunderbuss Vacuum Delay[edit]

King K. Rool executing B-Reversed Blunderbuss, into a Blunderbuss Vacuum Delay.

Though holding the special button will transition Blunderbuss into the Vacuum stance, this isn't actually the only way to do it. By tapping the special button to trigger Blunderbuss, there are 19 frames (after the shot) where Vacuum can be inputted at any point. This is known as Blunderbuss Vacuum Delay by the playerbase.

This tech is typically used by King K. Rool players when ledgetrapping, as a mixup. For example, a player seeking to end a ledgetrap situation quickly could try to jump and attack, only to get caught by a delayed Vacuum to reset the recovery situation again. In circumstances where this catches a jumping opponent (for example trying to use a forward aerial after being knocked back only slightly), this can potentially gimp them. It can be used when dropping through platforms in a similar manner, minimizing the potential punish for not using it far away.

Managing Vacuum Delay isn't too difficult, although practice in Training Mode can help a player understand the timing for catching opponents. As a general rule, Vacuum has 6 Frames of startup, meaning it is very possible to catch opponents on reaction. As a result, this tech is extremely practical when one is attempting to zone and keep the opponent out: it doesn't have to be executed with intention, it can also be executed as a defensive measure.

Blunderbouncing[edit]

A regular Blunderbuss shot from a ledge jump, compared with a Blunderbounced one. Notice K. Rool falls significantly quicker.

Unintentionally introduced in 6.0.0 as part of the lag changes, Blunderbouncing uses the Frame Speed Multiplier applied on frame 1 alongside the Blunderbuss's firing recoil to reverse K. Rool's momentum, usually from a full hop or double jump. In practice, K. Rool falls akin to a fast fall. Blunderbouncing mainly occurs when K. Rool shoots the Kannonball at the apex of a jump or knockback, though other situations have been observed, such as in response to windboxes. Indirectly due to the technique's properties, K. Rool can experience less clank lag against disjointed hitboxes when firing a Kannonball in this scenario. Additionally, Blunderbouncing can also apply to Vacuum, allowing for very quick edgeguarding if b-reversed from a ledge jump.

Instructional quote[edit]

Super Smash Bros. Ultimate Move List King K. Rool (SSBU) Fires an iron ball from his gun. The button can be held to suck the iron ball (or opponents) back in.

Origin[edit]

Diddy Kong fighting Kaptain K. Rool in Diddy's Kong Quest.

The Blunderbuss is a real life weapon that was created in the Netherlands and became prominent throughout the 17th century. It is a firearm with a short, large caliber barrel which is flared at the muzzle and used with shot and other projectiles of equivalent quantity or caliber. The blunderbuss is commonly considered to be an early predecessor of the modern shotgun, with similar military and defensive use. The two handed variant King K. Rool uses was effective only at short range, lacking accuracy at long distances.

The attack itself is based on the boss fights against Kaptain K. Rool, King K. Rool's pirate persona, in Donkey Kong Country 2: Diddy's Kong Quest. In the fights, Diddy Kong and Dixie Kong have to avoid Kannonballs shot by K. Rool, then grab and throw them into his blunderbuss when he tries to vacuum up the Kongs; if a Kong got close to the blunderbuss as it vacuumed, they would not get sucked inside, but instead K. Rool would strike them with the butt of the gun. Throwing a Kannonball into the blunderbuss as it vacuumed would result in it clogging up and exploding, dealing damage to K. Rool in a comical manner; this also shoots the Kannonball back out at increasing speeds as the fight goes on. Kannonballs also bounce once as they hit the ground, similar to how they did in Donkey Kong Country during the boss fight against King K. Rool.

Unlike in Ultimate, Kaptain K. Rool's blunderbuss could shoot out Kannonballs with spikes and at various heights and trajectories, such as bouncing on the ground or spiraling through the air. It could also be used to rocket K. Rool across the stage, with the blunderbuss acting as an exhaust. It could shoot odd mists that would freeze, confuse or slow down Diddy and Dixie Kong on contact. The explosion is also absent, likely due to not wanting the move to inflict damage on the player, especially considering the ease at which a cannonball can be regained.

The circular motion that the Kannonballs exhibit while flying through the air in Ultimate could be a reference to cannonballs shot by Shotzos, in a similar vein to Bowser Jr.'s Clown Cannon.

Gallery[edit]

Names in other languages[edit]

Language Name
Japan Japanese パイレーツキャノン, Pirate's Cannon
UK English Blunderbuss
France French Tromblon
Germany German Donnerbüchse
Spain Spanish Trabuco pirata
Italy Italian Cannondrillo
China Chinese (Simplified) 海盗加农
Taiwan Chinese (Traditional) 海盜加農
South Korea Korean 파이러츠 캐논, Pirate's Cannon
Netherlands Dutch Donderbus
Russia Russian Мушкетон