King K. Rool (SSBU)/Forward smash: Difference between revisions
No edit summary |
(restructured, more precise explanations) |
||
Line 15: | Line 15: | ||
==Overview== | ==Overview== | ||
A heavy hitting, straight punch. | A heavy hitting, straight punch. It's one of the strongest forward smashes in the game power-wise, KOing as soon as 70% from center-stage. On top of this, forward smash's glove is a disjoint, enabling the move to function as a hard punish for poor spacing on the opponent's part. Forward smash has unusual damage numbers, as well as sourspots and sweetspots; despite this, the sourspots are near-impossible to connect due to the sweetspots having higher hitbox priority, adding to the move's overall consistency. However, they do exist and can rarely connect, in which the move is noticeably less powerful on hit. Due to the odd damage numbers, a forward smash angled upwards will KO the earliest. | ||
However, at the same time, forward smash is considered to be one of King K. Rool's worst moves. This is due to its poor frame data (coming out frame 19), blindspot up close, FAF of 62 and lack of confirms. As a result, the move is frequently relegated to being a punish for opponents being hit by [[../Down tilt|down tilt]], or a [[shield break]] punish. | However, at the same time, forward smash is considered to be one of King K. Rool's worst moves. This is due to its poor frame data (coming out frame 19), blindspot up close, poor shield safety, FAF of 62, and lack of reliable confirms. As a result, the move is frequently relegated to being a punish for opponents being hit by [[../Down tilt|down tilt]], or a [[shield break]] punish. It can be used as a mixup out of [[../Down throw|down throw]] should the opponent not mash to escape up smash for a very early stock. An upward angled forward smash can hit {{SSBU|Charizard}} and {{SSBU|Ganondorf}}, changing a 33/33/33 situation into a 50/50<ref>https://docs.google.com/spreadsheets/d/1mRJlTcb260JBwbyOTdrs63SrNPY_a6Vat13kkH7QMnY/edit?usp=sharing</ref>. | ||
It can be used as a mixup out of [[../Down throw|down throw]] should the opponent not mash to escape up smash for a very early stock | |||
==Hitboxes== | ==Hitboxes== |
Revision as of 03:03, October 12, 2021
King K. Rool forward smash hitbox visualizations | ||||
---|---|---|---|---|
↗ | ||||
→ | ||||
↘ |
Overview
A heavy hitting, straight punch. It's one of the strongest forward smashes in the game power-wise, KOing as soon as 70% from center-stage. On top of this, forward smash's glove is a disjoint, enabling the move to function as a hard punish for poor spacing on the opponent's part. Forward smash has unusual damage numbers, as well as sourspots and sweetspots; despite this, the sourspots are near-impossible to connect due to the sweetspots having higher hitbox priority, adding to the move's overall consistency. However, they do exist and can rarely connect, in which the move is noticeably less powerful on hit. Due to the odd damage numbers, a forward smash angled upwards will KO the earliest.
However, at the same time, forward smash is considered to be one of King K. Rool's worst moves. This is due to its poor frame data (coming out frame 19), blindspot up close, poor shield safety, FAF of 62, and lack of reliable confirms. As a result, the move is frequently relegated to being a punish for opponents being hit by down tilt, or a shield break punish. It can be used as a mixup out of down throw should the opponent not mash to escape up smash for a very early stock. An upward angled forward smash can hit Charizard and Ganondorf, changing a 33/33/33 situation into a 50/50[1].
Hitboxes
Timing
Angle Frames | 1-10 |
---|---|
Charges between | 10-11 |
Hitboxes | 19-20 |
Interruptible | 62 |
Animation length | 84 |
Hitboxes |
Lag time |
Charge interval |
Hitbox |
Interruptible |
|