King K. Rool (SSBU)/Neutral attack/Hit 2: Difference between revisions
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* Despite being a "punch" attack, this attack uses kick SFX. | * Despite being a "punch" attack, this attack uses kick SFX. | ||
* Hitbox ID 4 is effectively unused akin to Hit 1's, due to being in the same spot as ID 3, targeting the same grounded/aerial opponents and having a higher ID. | * Hitbox ID 4 is effectively unused akin to Hit 1's, due to being in the same spot as ID 3, targeting the same grounded/aerial opponents and having a higher ID. | ||
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[[Category:King K. Rool (SSBU)]] | [[Category:King K. Rool (SSBU)]] | ||
[[Category:Neutral attacks (SSBU)]] | [[Category:Neutral attacks (SSBU)]] |
Revision as of 00:22, December 3, 2019
Overview
King K. Rool does a quick claw swipe. Coming out Frame 3, this is King K. Rool's fastest move in general, although due to Jab 1's transition it is technically Frame 9. Like Hit 1, this deals 4 extra frames of hitstun in addition to the usual amount. Due to the reasonably quick frame data and good active frames considering Hit 1, it's a niche option for baiting opponents trying to punish Hit 1. It is also slightly disjointed for the same reason as Hit 1: the lack of hand hurtboxes.
Hitting lower than Hit 1 means Hit 2 is better at locking than the prior. This is important in some matchups, although it takes time to set up and thus tends to lose to getup attack. Outside of this, the best use of Hit 2 is in niche spacing scenarios where you need more hitboxes, or going into Hit 3.
Hitboxes
Timing
Hitboxes | 3-4 |
---|---|
Earliest continuable frame | 8 |
Interruptible | 25 |
Animation length | ? |
Lag time |
Hitbox |
Earliest continuable point |
Interruptible |
Trivia
- Despite being a "punch" attack, this attack uses kick SFX.
- Hitbox ID 4 is effectively unused akin to Hit 1's, due to being in the same spot as ID 3, targeting the same grounded/aerial opponents and having a higher ID.
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