Editing King K. Rool (SSBU)/Down special

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{{SSBU|King K. Rool}} puffs out his armored belly before bouncing attacks off. [[Gut Check]] serves as both a counter and a reflector, giving K. Rool a degree of flexibility in how he can use the move. This allows him to stave off pressure in disadvantage, especially during ledgetrap situations. Gut Check is tied with {{SSBU|Mii Brawler}}'s [[Counter Throw]] for second most powerful counter in the game damage-wise, at 1.5× damage, with the highest damage being {{SSBU|Joker}}'s [[Tetrakarn]].  
{{SSBU|King K. Rool}} puffs out his armored belly before bouncing attacks off. [[Gut Check]] serves as both a counter and a reflector, giving K. Rool a degree of flexibility in how he can use the move. This allows him to stave off pressure in disadvantage, especially during ledgetrap situations. Gut Check is tied with {{SSBU|Mii Brawler}}'s [[Counter Throw]] for second most powerful counter in the game damage-wise, at 1.5× damage, with the highest damage being {{SSBU|Joker}}'s [[Tetrakarn]].  


Gut Check's purpose is to function as a combo breaker or method of resetting [[neutral]]. With [[intangibility]] on frame 4, this makes it K. Rool's fastest combo breaker, tied with [[air dodge]]. Most players will watch where a combo is going to decide whether to Gut Check or airdodge, as it has incredible reward the counter on hit thanks to the absurd [[damage]], significant [[knockback]], and low endlag on successful counter standards. In addition, even when reflecting moves, the damage of the belly's counter hitbox will go up, enabling it to function as a multihit; however, the gust of wind's hitbox does not trigger in this scenario. Because of the damage increasing like this, though, if reflecting a move like [[Charge Shot]] up close, it's possible to deal 100.4% in a single blow<ref>[https://twitter.com/KirbyKid__/status/1251018562619260928 Samus being KOed by the reflector at 0%]</ref>, which is almost guaranteed to be a [[one-hit KO]].  
Gut Check's purpose of being a counter allows it to function as a combo breaker or a method of resetting [[neutral]]. With [[intangibility]] on frame 4, this makes it K. Rool's fastest combo breaker other than [[air dodge]]. Most players will watch where a combo is going to decide whether to Gut Check or airdodge due to the incredible reward the counter has on hit in terms of damage. Gut Check has a minimum of 12% damage, and a maximum of 50%, which deals significant knockback. In addition, even when reflecting moves, the damage of the belly's counter hitbox will go up, enabling it to function as a multihit. However, the gust of wind's hitbox does not trigger in this scenario. As such, if reflecting a move like [[Charge Shot]] up close, it's possible to deal 100.4% in a single blow<ref>https://twitter.com/KirbyKid__/status/1251018562619260928 shows samus being KOed by the reflector at 0%</ref>, which is almost guaranteed to be a [[one-hit KO]]. This is the only reflector in the game capable of this.  


Unlike many counters, King K. Rool gains full-body [[invincibility]] after using Gut Check, absorbing [[hitbox]]es rather than simply passing through them, significantly reducing the chance of him being hit post-Gut Check. It's also a very quick counterattack with a lingering hitbox, being active frame 2-5 if not reversed. The invincibility is also longer on the reverse Gut Check, meaning this can technically be used to absorb more attacks should the situation call for it. Gut Check has an enormous hitbox when the counter goes off, making it very difficult to avoid if it's triggered. The searchbox for the counter goes below the stage, past the feet as of 6.0.0, making it consistent for sniping recoveries below the ledge, such as {{SSBU|Chrom}}'s [[Soaring Slash]]. In addition, the K. Rool player can have the counter turned around; this can be used to target other opponents in [[Team Battle]] by having a teammate trigger the counter. This can also be applied to an attacker's hurtbox extension through the counter, which can be done on reaction by the King K. Rool player, as it has a formidable amount of [[freeze frames]] before the counter activates. A reverse Gut Check off-stage can [[gimp]] opponents at ridiculously low [[percentage]]s if successful, making it very useful in disadvantage.
Gut Check has an enormous hitbox when the counter goes off, making it very difficult to avoid and remain safe on. In addition, the K. Rool player can have the counter turned around to either target other opponents in doubles, or hit the attacker's hurtbox extension through the counter in 1v1 battles. This can be done on reaction by the King K. Rool player thanks to the freeze frames prior to the counter. The searchbox for the counter also goes below the stage, past the feet as of 6.0.0, making it relatively consistent for sniping recoveries below the ledge, such as {{SSBU|Chrom}}'s [[Soaring Slash]].  


Gut Check can also be used for survivability, by virtue of its 0.5× horizontal air speed multiplier and 0.0025× vertical air speed multiplier<ref>https://docs.google.com/spreadsheets/d/1rwDPL1jhE-KuEbbcBkkTb44z1smJp9rYme_xb4BIJTk/edit#gid=324844182 Meshima's vl param spreadsheet, "krool" page</ref>. While K. Rool will be [[KO]]'d around 5% earlier, with awareness of KO [[percentage]]s, it is possible to aid in recovery through keeping both [[jump]] and [[air dodge]] as mixup options; with this in mind, even being unaware can still justify this for the reward factor. It also takes K. Rool out of [[tumble]], which allows for [[King K. Rool (SSBU)/Up aerial|up aerial]] to be buffered without any risk of the upward drift not going off. This aids in stalling recovery to exploit the additional ledge intangibility frames as well<ref>[https://www.youtube.com/watch?v=svBnWqWy8ww Ledge Intangibility Deterioration (LID)]</ref>.  
Gut Check can also be used for survivability, by virtue of its 0.5× horizontal air speed multiplier and 0.0025× vertical air speed multiplier<ref>https://docs.google.com/spreadsheets/d/1rwDPL1jhE-KuEbbcBkkTb44z1smJp9rYme_xb4BIJTk/edit#gid=324844182 Meshima's vl param spreadsheet, "krool" page</ref>. While K. Rool will be [[KO]]'d around 5% earlier, with awareness of KO [[percentage]]s, it is possible to aid in recovery through keeping both [[jump]] and [[air dodge]] as mixup options. It also takes K. Rool out of [[tumble]], which allows for [[King K. Rool (SSBU)/Up aerial|up aerial]] to be buffered without any risk of the upward drift not going off. This generally aids stalling recovery to exploit the additional ledge intangibility frames as well<ref>https://www.youtube.com/watch?v=svBnWqWy8ww ledge intangibility deterioration</ref>.  


Unlike many [[counter]]s, Gut Check has an unusual amount of [[intangibility]] frames, being frames 4-14. This makes Gut Check catch more attacks than one would expect during this window, including attacks like {{SSBU|Chrom}}'s {{mvsub|Chrom|SSBU|forward aerial}}, which otherwise hit K. Rool's head. This significantly mitigates the counter's downsides, giving K. Rool more opportunities to use it than one would initially expect. In more niche circumstances, Gut Check's intangibility also allows K. Rool to dodge [[grab]]s and sometimes reflect moves from behind, such as [[Thunder Jolt]], [[Boomerang]]s, and other similar attacks. However, in a grab scenario, opponents usually maintain the most frame advantage due to Gut Check's failure lag. Most K. Rool players buffer {{mvsub|King K. Rool|SSBU|neutral attack}} or [[spot dodge]] in these scenarios in attempt to score a punish, thanks to their decent frame data. However, {{mvsub|King K. Rool|SSBU|down smash}} is perfectly valid as well, as K. Rool leaves the ground to avoid grabs on frame 4. While all of these are inconsistent because of the aforementioned lag, it remains the best option in the case a grab whiffs on Gut Check regardless.
Unlike many [[counter]]s, Gut Check has an unnatural amount of [[intangibility]] frames. This allows the move to dodge grabs and sometimes reflect moves from behind (such as [[Thunder Jolt]], [[Boomerang]]s and similar attacks). However, in a grab scenario, opponents usually maintain the most frame advantage due to Gut Check's failure lag. Most K. Rool players buffer [[King K. Rool (SSBU)/Neutral attack|neutral attack]] or [[spot dodge]] in these scenarios in attempt to score a punish, thanks to their decent frame data. In addition, King K. Rool gains full-body [[invincibility]] after using Gut Check, absorbing [[hitbox]]es rather than simply passing through them, significantly reducing the chance of him being hit post-Gut Check. It's also a very quick counterattack with a lingering hitbox, being active frame 2-5 if not reversed. The invincibility is also longer on the reverse Gut Check, meaning this can technically be used to absorb more attacks should the player want to do that.  


However, Gut Check has some significant downsides, the main one being its whole second of lag on use. While a successful attack is quick, the failure is not, lasting well over 40 frames. As a result, a failed Gut Check can potentially be a stock, allowing for charged smash attacks and other heavy-hitting attacks to be used against it. Gut Check doesn't cover K. Rool completely either; as a result, hitting K. Rool in the face is still possible so long as the intangibility isn't active. Many projectiles can completely bypass Gut Check through this, making it one of the worst reflectors in the game for the intended purpose. Reversing Gut Check, while the payoff is immense, is very inconsistent even when reacting; this makes it difficult to determine risk/reward and potentially drops valuable damage and control of the game, despite the low endlag to the attack. The reward for a reverse Gut Check is also a bit low: despite the difficulty landing it, as well as the hit frame being 2 frames slower, the power remains the same. Furthermore, Gut Check has a noticeably weak sourspot on the gust of wind; while this deals the same damage, its [[KO]] power is noticeably low. On top of this, it has an angle of 45 unlike most (usually 361, which often works out to be 35), making it easier to [[DI]] than most counters.
However, Gut Check has some significant downsides. The main one being its heavy lag (a full second). While a successful attack is quick, the failure is not. As a result, a failed Gut Check can potentially be a stock. Gut Check also doesn't cover K. Rool completely. As a result, hitting K. Rool in the face causes it the attack to miss and K. Rool to take punishment. Many projectiles can completely bypass Gut Check through this, making it one of the worst counters in the game for the intended purpose. Reversing Gut Check, while the payoff is immense, is also very inconsistent even when reacting. This makes it difficult to determine risk/reward and potentially drops valuable damage and control of the game, despite the low endlag to the attack. The reward for a reverse Gut Check is also a bit low. Despite the difficulty landing it, as well as the hit frame being 2 frames slower, the power remains the same. Gut Check also has a noticeably weak sourspot on the gust of wind; while this deals the same damage, its [[KO]] power is noticeably low. It also has an angle of 45 unlike most (usually 361, which often works out to be 35), making it easier to [[DI]] than most counters.


==Update History==
==Update History==
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[[Category:King K. Rool (SSBU)]]
[[Category:King K. Rool (SSBU)]]
[[Category:Down special moves (SSBU)]]
[[Category:Down special moves (SSBU)]]
[[Category:Counterattacks (SSBU)]]

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