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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 it. 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 it. 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. | ||
= | ===Reshooting Kannonballs=== | ||
==Reshooting Kannonballs== | |||
[[File:Blunderbuss_(Kannonball_Range).gif|thumb|left|200px|Vacuum's new searchbox for Kannonballs in 6.0.0. Once it is completely stretched out, it remains as such until Vacuum is put away.]] | [[File:Blunderbuss_(Kannonball_Range).gif|thumb|left|200px|Vacuum's new searchbox for Kannonballs in 6.0.0. Once it is completely stretched out, it remains as such until Vacuum is put away.]] | ||
If a Kannonball or player is sucked into the Blunderbuss, K. Rool can pick the direction they're shot out. The shot can be aimed in 3 directions; up and forward, directly up or backwards, and this can be inputted from Frames 16-21. Due to this, it is possible to delay a Reshoot by a few frames, although utility is questionable. Forward Reshoot is a very strong throw, KOing opponents at around 120% at the edge. Upward Reshoot is niche but can be used to set up for [[up aerial]] as a frame trap, or for KOs at the top platforms of stages like [[Battlefield]]. Backward Reshoot is useful when recovering while using Vacuum after being launched high, as K. Rool can carry opponents to the blast zone they were trying to send him to. This either closes out a stock early or ends in a stock trade (K. Rool will be KO'd first). Due to this, opponents will be less inclined to try and stop K. Rool from returning. | If a Kannonball or player is sucked into the Blunderbuss, K. Rool can pick the direction they're shot out. The shot can be aimed in 3 directions; up and forward, directly up or backwards, and this can be inputted from Frames 16-21. Due to this, it is possible to delay a Reshoot by a few frames, although utility is questionable. Forward Reshoot is a very strong throw, KOing opponents at around 120% at the edge. Upward Reshoot is niche but can be used to set up for [[up aerial]] as a frame trap, or for KOs at the top platforms of stages like [[Battlefield]]. Backward Reshoot is useful when recovering while using Vacuum after being launched high, as K. Rool can carry opponents to the blast zone they were trying to send him to. This either closes out a stock early or ends in a stock trade (K. Rool will be KO'd first). Due to this, opponents will be less inclined to try and stop K. Rool from returning. | ||
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If a Kannonball is sucked in, it will be reshot. When this occurs, its damage increases to 17% with noticeably higher [[knockback]]. It is considered a new projectile by the game (known as "spitball" rather than "ironball", meaning that no matter how much a Kannonball is reflected, if it is reshot it will return to the default damage. Once shot out, however, reflectors can increase the damage of the reshot Kannonball as usual, although reshooting it again will return it back to normal. Reshot Kannonballs will remain until they reach the [[blast zone]]. | If a Kannonball is sucked in, it will be reshot. When this occurs, its damage increases to 17% with noticeably higher [[knockback]]. It is considered a new projectile by the game (known as "spitball" rather than "ironball", meaning that no matter how much a Kannonball is reflected, if it is reshot it will return to the default damage. Once shot out, however, reflectors can increase the damage of the reshot Kannonball as usual, although reshooting it again will return it back to normal. Reshot Kannonballs will remain until they reach the [[blast zone]]. | ||
If an opponent is shot out however, the reshoot will inflict 12% damage to said opponent and briefly turn them into a projectile. During this state, the opponent is [[intangible]], somewhat limiting combo utility. Furthermore, opponents that are reshot cannot be reflected. | If an opponent is shot out however, the reshoot will inflict 12% damage to said opponent and briefly turn them into a projectile. During this state, the opponent is [[intangible]], somewhat limiting combo utility. Furthermore, opponents that are reshot cannot be reflected. While primarily useful in free for all and team matches, his also helps K. Rool against the {{SSBU|Ice Climbers}} and {{SSBU|Rosalina & Luma}}, as he can potentially hit their partner while reshooting. | ||
In | In the {{SSBU|6.0.0}} update of ''Ultimate'', Blunderbuss received a rework to how Reshooting worked. All Blunderbuss throws and reshoots were made faster (interestingly, reshoots no longer match the animation), and Vacuum also had a searchbox added for the Vacuum feature when sucking up Kannonballs. This is designed to make taking in Kannonballs easier, thus allowing for Kannonball reshoots to be much more consistent. Prior to this, the vacuum's grabbox and windbox were used to pull Kannonballs in. This new searchbox allows for more flexibility when taking in Kannonballs, allowing for them to be sucked in from quite far away and even be carried off-stage. During this situation, the Kannonballs also retain a hitbox, enabling confirms from a ricochet hitbox into a reshot Kannonball. It is also far easier to suck in Kannonballs from platforms due to the sheer range of the searchbox. It can also allow for Kannonballs to be sucked in from off-stage while K. Rool is at the ledge, enabling a method of dealing with opponents recovering from high up. As a result, the new Blunderbuss vacuum searchbox patched up a lot of flaws reshooting as a strategy had, allowing for more creative use of the move. | ||
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This works best on opponents being too aggressive and trigger-happy on their punishes, allowing the King K. Rool player to easily reset neutral and press his neutral-based playstyle further. The best movement setup for this is dropping through platforms and suddenly going into Vacuum when the opponent tries to exploit the Blunderbuss's lag. This is because players can typically intercept poor platform movement in other matchups anyway, making it very strong bait. It is also used when ledgetrapping as a red herring to keep the mindgames going, though typically Vacuum Delay is better for this. Overall, this isn't inherently useful, but adds to K. Rool's endless bag of tricks. | This works best on opponents being too aggressive and trigger-happy on their punishes, allowing the King K. Rool player to easily reset neutral and press his neutral-based playstyle further. The best movement setup for this is dropping through platforms and suddenly going into Vacuum when the opponent tries to exploit the Blunderbuss's lag. This is because players can typically intercept poor platform movement in other matchups anyway, making it very strong bait. It is also used when ledgetrapping as a red herring to keep the mindgames going, though typically Vacuum Delay is better for this. Overall, this isn't inherently useful, but adds to K. Rool's endless bag of tricks. | ||
{{clear}} | {{clear}} | ||
==Instructional quote== | |||
{{InstructionalQuotes | |||
|ssbuchar=King K. Rool | |||
|ssbudesc=Fires an iron ball from his gun. The button can be held to suck the iron ball (or opponents) back in. | |||
}} | |||
==Origin== | ==Origin== |
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