King K. Rool (SSBU): Difference between revisions

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|fsmashdesc=Dons a boxing glove, referencing his "King Krusha K. Rool" persona from ''Donkey Kong 64'', and throws a straight punch. This move has a sweetspot on the glove and a sourspot on K. Rool's arm. It can also be angled and deals more damage if angled up or down, which gives it some versatility, depending on the angle  Although the move is slightly faster than forward smashes of other super-heavyweights, it still comes out slow with a short-lasting hitbox (frame 19-20), and it suffers from extremely high ending lag even for its type, making it very punishable when missed. However, the move is very powerful, with the sweetspot KO'ing at 53% at the edge of Final Destination. The sourspot on his arm deals less knockback and damage, but is still moderately powerful. The boxing glove is also disjointed, which can be used to hard punish short hop approaches in niche circumstance. It's also very effective out of down tilt, as the move is fast enough to connect and KO at around 50-70% before the opponent mashes out.
|fsmashdesc=Dons a boxing glove, referencing his "King Krusha K. Rool" persona from ''Donkey Kong 64'', and throws a straight punch. This move has a sweetspot on the glove and a sourspot on K. Rool's arm. It can also be angled and deals more damage if angled up or down, which gives it some versatility, depending on the angle  Although the move is slightly faster than forward smashes of other super-heavyweights, it still comes out slow with a short-lasting hitbox (frame 19-20), and it suffers from extremely high ending lag even for its type, making it very punishable when missed. However, the move is very powerful, with the sweetspot KO'ing at 53% at the edge of Final Destination. The sourspot on his arm deals less knockback and damage, but is still moderately powerful. The boxing glove is also disjointed, which can be used to hard punish short hop approaches in niche circumstance. It's also very effective out of down tilt, as the move is fast enough to connect and KO at around 50-70% before the opponent mashes out.
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|usmashdmg={{ChargedSmashDmgSSB4|15}} (headbutt), {{ChargedSmashDmgSSB4|8}} (late headbutt), {{ChargedSmashDmgSSB4|10}} (plank); {{ChargedSmashDmgSSB4|3}} (meteor smash)
|usmashdmg={{ChargedSmashDmgSSB4|17}} (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 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 initial headbutt can be used to hit opponents on platforms above him, or as a risky anti-air move. It is King K. Rool's fastest out of shield option, though it is too situational and risky to be very effective for this purpose. It is also highly effective out of down throw, as it is able to hit opponents who mash out, being an effective kill-confirm at around 90-110%. The plank comes out later and has a big hitbox, but deals 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 addition, it is the weakest meteor smash in the game, failing to KO at realistic percents. 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. 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 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 initial headbutt can be used to hit opponents on platforms above him, or as a risky anti-air move. It is King K. Rool's fastest out of shield option, though it is too situational and risky to be very effective for this purpose. It is also highly effective out of down throw, as it is able to hit opponents who mash out, being an effective kill-confirm at around 90-110%. The plank comes out later and has a big hitbox, but deals 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 addition, it is the weakest meteor smash in the game, failing to KO at realistic percents. 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. 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.
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