Super Smash Bros. Ultimate

King K. Rool (SSBU)/Neutral attack/Hit 2

< King K. Rool (SSBU)‎ | Neutral attack
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Hitbox visualization showing King K. Rool's Hit 2 of neutral attack.

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

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 2.5% 0   Standard 30 25 0   2.8 top 0.0 8.5 10.0 1.2× 1.0× 0%               Kick   All All            
1 0 0 2.5% 0   Standard 30 25 0   2.8 top 0.0 8.5 13.0 1.2× 1.0× 0%               Kick   All All            
2 0 0 2.5% 0   Standard 30 25 0   2.8 top 0.0 8.5 16.5 1.2× 1.0× 0%               Kick   All All            
3 0 0 2.5% 0   Standard 30 15 0   3 top 0.0 8.5 21.0 1.2× 1.0× 0%               Kick   All All            
4 0 0 2.5% 0   Standard 30 15 0   3 top 0.0 8.5 21.0 1.2× 1.0× 0%               Kick   All All            

Timing

Hitboxes 3-4
Earliest continuable frame 8
Interruptible 25
Animation length ?
                                                     
Legend (1 square = 1 frame)
 
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.