Editing Gut Check

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Gut Check's counterattack/reflection can actually be reversed (although not the counter preparation itself), with the reflector still being active until the move ends. This makes it a useful tech choice in [[Team Battle]]s or free-for-alls due to the counterattack's intangibility, giving him additional defense against oppressive projectiles or aggressive opponents. It is also handy as a mixup if the opponent would otherwise be [[stage spike]]d, although this is mostly a gimmick.
Gut Check's counterattack/reflection can actually be reversed (although not the counter preparation itself), with the reflector still being active until the move ends. This makes it a useful tech choice in [[Team Battle]]s or free-for-alls due to the counterattack's intangibility, giving him additional defense against oppressive projectiles or aggressive opponents. It is also handy as a mixup if the opponent would otherwise be [[stage spike]]d, although this is mostly a gimmick.


However, the move has several downsides. The counter hitbox is centered on K. Rool's stomach, making the rest of his body vulnerable, much like the ''Melee'' and ''Brawl'' versions of {{b|Toad|move}}. This means opponents hitting his head or feet will not trigger the counter even if they face him. Additionally, Gut Check has noticeable ending lag (34 frames); although it is quite fast compared to other counterattacks, it is one of the slowest reflectors in the game. The move is also notorious for having a laggy counterattack animation; it doesn't do well against projectiles with low cooldown, as it has enough ending lag for an opponent to punish K.Rool if they dodge the reflected projectile. It is also possible to reflect a reflected projectile, usually resulting in K. Rool being forced to take a hit while stuck in the counterattack's endlag. Gut Check can simply miss or hit with the sourspot (on the "gust of wind"), which makes it unsafe against some ranged fighters.
However, the move has several downsides. The counter hitbox is centered on K. Rool's stomach, making the rest of his body vulnerable, much like the ''Melee'' and ''Brawl'' versions of [[Toad (move)|Toad]]. This means opponents hitting his head or feet will not trigger the counter even if they face him. Additionally, Gut Check has heavy ending lag (34 frames), however it is relatively fast compared to the rest of the cast. The move is also notorious for having a laggy counterattack animation; it doesn't do well against projectiles with low cooldown, as it has enough ending lag for an opponent to punish K.Rool if they dodge the reflected projectile. It is also possible to reflect a reflected projectile, usually resulting in K. Rool being forced to take a hit while stuck in the counterattack's endlag. Gut Check can simply miss or hit with the sourspot (on the "gust of wind"), which makes it unsafe against some ranged fighters.


The move is best used as a combo breaker or on reaction, in order to prevent K.Rool from receiving a [[punish]]; due to its very fast startup it can allow K. Rool to break most strings. It is also handy as a ledge option, as jumping with it halts all aerial momentum. While this can severely hinder horizontal recovery, it can work as an effective fake out that's faster than simply climbing up; additionally, since the counter starts on frame 5 (with frame 4 intangibility), it is actually one of K. Rool's fastest ledge options. While on stage, this can also be used to punish getup attacks or opponent's ledge options.
The move is best used as a combo breaker or on reaction, in order to prevent K.Rool from receiving a [[punish]]; due to its very fast startup it can allow K. Rool to break most strings. It is also handy as a ledge option, as jumping with it halts all aerial momentum. While this can severely hinder horizontal recovery, it can work as an effective fake out that's faster than simply climbing up; additionally, since the counter starts on frame 5 (with frame 4 intangibility), it is actually one of K. Rool's fastest ledge options. While on stage, this can also be used to punish getup attacks or opponent's ledge options.

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