King K. Rool (SSBU): Difference between revisions
→Moveset
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|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|15}} (headbutt), {{ChargedSmashDmgSSB4|8}} (late headbutt), {{ChargedSmashDmgSSB4|10}} (plank); {{ChargedSmashDmgSSB4|3}} (meteor smash) | |usmashdmg={{ChargedSmashDmgSSB4|15}} (headbutt), {{ChargedSmashDmgSSB4|8}} (late headbutt), {{ChargedSmashDmgSSB4|10}} (plank); {{ChargedSmashDmgSSB4|3}} (meteor smash) | ||
|usmashdesc=A quick upward headbutt followed by a comical plank. The headbutt has a small hitbox, but has very fast start-up (frame 6) and can KO from medium to high percents. It also has a slightly later hitbox on Frame 10 that deals slightly less damage, making it somewhat inconsistent at times. The plank comes out much later and has a bigger hitbox, but deals much less damage and knockback, making it more suited for covering the headbutt or ledgetrapping at best. The plank animation weakly [[meteor smash]]es opponents, though this is ineffective for edgeguarding due to its low knockback. In fact, it is the weakest meteor smash in the game. It can be used to force tech situations or awkward placements off-stage, but these are highly situational and impractical. The sheer number of hits do make it useful for causing shield damage under platforms, however. Each hitbox is situated on K. Rool's head and body respectively, meaning it can miss entirely if used poorly. Additionally, the move has extremely high ending lag, with the first actionable frame being 72 and the last hit being on Frame 23. The headbutt and plank KO at 100% and 162% at the edge of Final Destination, respectively. This move has Belly Super Armor shortly after K. Rool hops and before he flops onto the ground. There are intangibility frames on K. Rool's head when the sweetspot comes out | |usmashdesc=A quick upward headbutt followed by a comical plank. The headbutt has a small hitbox, but has very fast start-up (frame 6) and can KO from medium to high percents. It also has a slightly later hitbox on Frame 10 that deals slightly less damage, making it somewhat inconsistent at times. The plank comes out much later and has a bigger hitbox, but deals much less damage and knockback, making it more suited for covering the headbutt or ledgetrapping at best. The plank animation weakly [[meteor smash]]es opponents, though this is ineffective for edgeguarding due to its low knockback. In fact, it is the weakest meteor smash in the game. It can be used to force tech situations or awkward placements off-stage, but these are highly situational and impractical. The sheer number of hits do make it useful for causing shield damage under platforms, however. Each hitbox is situated on K. Rool's head and body respectively, meaning it can miss entirely if used poorly. Additionally, the move has extremely high ending lag, with the first actionable frame being 72 and the last hit being on Frame 23. The headbutt and plank KO at 100% and 162% at the edge of Final Destination, respectively. This move has Belly Super Armor shortly after K. Rool hops and before he flops onto the ground. There are intangibility frames on K. Rool's head when the sweetspot comes out. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|18}}, {{ChargedSmashDmgSSB4|4}} (quake) | |dsmashdmg={{ChargedSmashDmgSSB4|18}}, {{ChargedSmashDmgSSB4|4}} (quake) |