Super Smash Bros. Ultimate

King K. Rool (SSBU)/Floor attack (trip)

Hitbox visualization showing King K. Rool's floor attack after tripping.

OverviewEdit

King K. Rool gets up with a slightly disgruntled look before letting out two claw swipes. With only 7 frames of intangibility - like many trip attacks - these claw swipes are not actually disjoints like normal floor attacks. As such, this attack's short range (especially vertically), large hurtbox extensions, high startup lag and lack of protection make this move virtually useless outside of catching someone that's weak at punishing tripping. Overall, it is usually better for the K. Rool player to roll or neutral getup from a trip.

HitboxesEdit

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
Hit 1
0 0 0 5.0% 8.0   Standard 60 50 0   4.5 top 0.0 4.5 -18.0 to -4.5 1.0× 1.0× 0%               Slash   All All            
Hit 2
0 0 0 5.0% 8.0   Standard 60 50 0   4.5 top 0.0 4.5 18.0 to 4.5 1.0× 1.0× 0%               Slash   All All            

TimingEdit

Intangibility 1-7
Hit 1 19-20
Hit 2 30-31
Interruptible 49
Animation length 64
                                                                                                                               
                                                                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible
 
Interruptible