Editing King K. Rool (SSBU)/Down smash
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==Overview== | ==Overview== | ||
A belly flop, emphasising K. Rool's huge weight and armor. King K. Rool's down smash is among his most notorious attacks, | A belly flop, emphasising K. Rool's huge weight and armor. King K. Rool's down smash is among his most notorious attacks, for its [[Belly Super Armor]] and hurtbox shift specifically making [[grab]]s miss. This is because K. Rool's hurtbox shifts above grab hitboxes as soon as frame 4. While it deals less knockback than [[King K. Rool (SSBU)/Forward smash|forward smash]], it remains a monumentally powerful attack, ending stocks as early as 80%. Due to this, K. Rool's down smash is largely considered to be one of the best [[down smash]]es in the game. | ||
Down smash is one of the most difficult moves to challenge on startup in the game, due to the aforementioned hurtbox shift and Belly Super Armor. Low attacks and regular grabs simply miss, and regular or high reaching attacks tend to hit the armor. The only feasible way to challenge the move is to attack from above, where K. Rool completely lacks any armor. | |||
Unlike many of K. Rool's attacks being designed to be difficult to challenge but with high endlag, down smash is reasonably well-defended even after the initial slam is over. It has a small quake hitbox just outside of the body slam's range, much like [[King K. Rool (SSBU)/Down tilt|down tilt]]'s. This quake gives sizable frame advantage on hit, but generally not enough for solid followups outside of [[King K. Rool (SSBU)/Forward tilt|forward tilt]]. However, if shielded, this quake hitbox doesn't have much [[shieldstun]] at all, leaving K. Rool dangerously open regardless; the quake is -34 on shield, enough for even charged smash attacks to be valid punishes. | |||
Down smash typically isn't used outside of reads and hard punishes, however. This is because the move is quite slow, with Belly Super Armor not switching on until frame 11, and the hitbox coming out frame 22. It has an enormous FAF as well of 64, although this is the middle ground in terms of K. Rool's smash attack FAFs. On top of this, in situations where down smash can be done for free early stock (such as shield breaks or highly punishable moves are used), forward smash angled upwards would KO much earlier. In addition, if Belly Super Armor is damaged, K. Rool becomes very vulnerable. It has 14 active armor frames in total, which is enough for at least some heavy hitting attacks to hit it, especially considering how the move is used. As a result, many [[Shield break|armor break]]s occur from down smash misuse. As a result, in higher level play, down smash tends to be used far less on average. | |||
Contrary to popular belief, while K. Rool leaves the ground as soon as Frame 4, he maintains a foot hurtbox extension until frame 7, which makes it deceptively easy to grab him up close. It is even possible - in fact easier - to grab K. Rool out of down smash when he has began the belly flop. This is commonly seen with [[tether grab]]s such as {{SSBU|Samus}}', or large [[pivot grab]]s such as {{SSBU|Greninja}}'s. Command grabs such as, humorously, K. Rool's [[Blunderbuss]] Vacuum, can also force him out of it. | |||
Contrary to popular belief, while K. Rool leaves the ground as soon as | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle| | {{HitboxTableTitle|Early|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage= | |damage=18% | ||
|sd=10 | |sd=10 | ||
|angle=361 | |angle=361 | ||
|bk=65 | |bk=65 | ||
Line 37: | Line 35: | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
{{HitboxTableTitle| | {{HitboxTableTitle|Late|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage= | |damage=18% | ||
|sd=10 | |sd=10 | ||
|angle=361 | |angle=361 | ||
|bk=65 | |bk=65 | ||
Line 57: | Line 55: | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
{{HitboxTableTitle| | {{HitboxTableTitle|Quake|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage= | |damage=4.0% | ||
|angle=85 | |angle=85 | ||
|bk=80 | |bk=80 | ||
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==Timing== | ==Timing== | ||
{|class="wikitable" | {|class="wikitable" | ||
|- | |||
!Charges between | !Charges between | ||
|1-2 | |1-2 | ||
Line 88: | Line 86: | ||
|8-21 | |8-21 | ||
|- | |- | ||
! | !Early hit | ||
|22 | |22 | ||
|- | |||
!Late hit | |||
|23 | |||
|- | |||
!Quake | |||
|24-25 | |||
|- | |- | ||
!Interruptible | !Interruptible | ||
Line 98: | Line 102: | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=1|e=LagChargeS}}{{FrameStrip|t=Lag|c=20|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=38}}{{FrameStrip|t=Interruptible|c=13}} | |'''Hitboxes''' {{FrameStrip|t=Lag|c=1|e=LagChargeS}}{{FrameStrip|t=Lag|c=20|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=38}}{{FrameStrip|t=Interruptible|c=13}} | ||
|- | |||
|'''Belly Super Armor''' {{FrameStrip|t=Vulnerable|c=7}}{{FrameStrip|t=Armour|c=14}}{{FrameStrip|t=Vulnerable|c=55}} | |||
|- | |- | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox | {{FrameIconLegend|lag=y|hitbox=y|interruptible=y|charge=y|armour=y|vulnerable=y}} | ||
{{MvSubNavKingKRool|g=SSBU}} | {{MvSubNavKingKRool|g=SSBU}} |