Super Smash Bros. Ultimate

King K. Rool (SSBU)/Down tilt

< King K. Rool (SSBU)
Revision as of 19:48, February 1, 2020 by PorpleBot (talk | contribs) (Removed protection from "King K. Rool (SSBU)/Down tilt": Bot: Unprotecting a list of files)
Hitbox visualization showing King K. Rool's down tilt.

Overview

King K. Rool's down tilt is among his largest commitments in his kit, being a frame 13 tilt. Down tilt has 4 unique hitboxes, all with different purposes, including a bury.

The first is an aerial-only stomp hitbox on frame 13. This hitbox is extremely strong, often ending stocks as low as 90% at the edge. This can occasionally connect out of down throw when trying to do bury storage with the bury hitbox as the opponent mashes out, creating a trap. The stomp hitbox also goes down and transitions into another hitbox especially for hitting the ledge and 2-framing opponents, which is almost as powerful as the first.

There is also a bury hitbox once the foot comes down for grounded opponents, that has a minor disjoint as well. Being a generic bury, down tilt's bury is affected by rage and stock differences[1]. This bury is quite strong, allowing for combos even at lower percentages, such as through knockback storage with neutral attack into Instant Dash Attack or a grab. This is also one of the most reliable down aerial meteor smash storage confirms due to the strength of the bury providing enough advantage for it. Forward smash is also a very common option out of this for its strong kill power. Generally, the reward for hitting a down tilt bury is usually a KO due to the options that it opens up for the K. Rool player, with little chance for the opponent to fight back.

Should the bury hitbox not connect, there is also an earthquake that goes out, known colloquially as "quake" by the K. Rool playerbase. This doesn't have any reliable hit advantage at lower percentages (+8 on hit at 0, tested on Mario, which isn't enough for followups at all[2]), but is very good for resetting neutral. It also has very favorable situations for followups, exploiting reaction time and poor panic options.

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
Aerial-only hitbox
0 0 0 13% 0   Standard 40 85 0   4.5 kneel 2.5 -0.5 0.0 1.0× 1.0× 0%               Kick   All All            
Stomp, Bury and Quake
0 0 0 10.0% 0   Standard 80 50 0   5.0 top 0.0 3.5 16.5 to 18.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 8.0% 0   Standard 30 50 0   5.0 top 0.0 3.5 16.5 1.0× 1.0× 0%               Kick   All All            
2 0 0 7.0% 0   Standard 100 25 0   10.0 top 0.0 5.5 13.0 to 23.0 0.2× 1.0× 0%               Kick   All All            

Timing

Aerial-only stomp early 13
Aerial-only stomp late, bury and quake 14-15
Interruptible 43
Animation length 60
Hitboxes                                                                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Interruptible