Blunderbuss: Difference between revisions

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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".
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".


If the special button is held while the Kannonball is in play, the Blunderbuss will suck in air in front of K. Rool, creating a vortex. This can also be done directly after firing the Kannonball. He 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. If the Kannonball is shot again, 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 up and backwards.   
If the special button is held while the Kannonball is in play, 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. He 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. If the Kannonball is shot again, 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 up and backwards.   


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 the Kannonball. 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 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 the Kannonball. 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.
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