Editing King K. Rool (SSBU)/Down throw

Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 8: Line 8:


==Overview==
==Overview==
King K. Rool's [[down throw]] (known in-game as ''Piledriver'') is a particularly notorious throw, for the fact it has a [[bury]] effect. While the bury itself is quite weak, it is very exploitable for King K. Rool players due to the 50/50s it enables. As a result, this move is a cornerstone of King K. Rool's [[metagame]] and usually how he gets [[KO]]s.  
{{SSBU|King K. Rool}}'s [[down throw]] (known in-game as ''Piledriver'') is a particularly notorious throw, for the fact it has a [[bury]] effect. While the bury itself is quite weak, it is very exploitable for King K. Rool players due to the 50/50s it enables. As a result, this move is a cornerstone of King K. Rool's [[metagame]] and usually how he gets [[KO]]s.  


===Frame Advantage===
===Frame Advantage===
Line 29: Line 29:


===Confirming Up Smash===
===Confirming Up Smash===
Due to the low frame advantage in King K. Rool's Down Throw, most players go for [[../Up smash|up smash]] out of it. This is because in-context, human mashing tends to make it roughly neutral, and the 12 frames of lag when an opponent is unburied tends to get them hit by it. This is a kill setup from around 100%. For some characters, King K. Rool has to dash before using up smash to hit them<ref>https://docs.google.com/spreadsheets/d/1J2Jn8kUlf6Ua8qpub1k270Cn5PIkjqymgypNDV46H3o/edit?usp=sharing</ref>. One notable example is {{SSBU|Joker}}, due to his small hurtbox. To alleviate this, K. Rool players tend to do a quarter-circle up input to buffer dash and up smash in sequence. Regardless of this, due to this factor, the consistency of this 50/50 varies by character.  
Due to the low frame advantage in King K. Rool's Down Throw, most players go for [[King K. Rool (SSBU)/Up smash|up smash]] out of it. This is because in-context, human mashing tends to make it roughly neutral, and the 12 frames of lag when an opponent is unburied tends to get them hit by it. This is a kill setup from around 100%. For some characters, King K. Rool has to dash before using [[up smash]] to hit them<ref>https://docs.google.com/spreadsheets/d/1J2Jn8kUlf6Ua8qpub1k270Cn5PIkjqymgypNDV46H3o/edit?usp=sharing</ref>. One notable example is {{SSBU|Joker}}, due to his small hurtbox. To alleviate this, K. Rool players tend to do a quarter-circle up input to buffer dash and up smash in sequence. Regardless of this, due to this factor, the consistency of this 50/50 varies by character.  


Opponents that attempt to avoid this by not mashing tend to get hit by devastating punishes should the K. Rool player react correctly. One would be his [[../Forward smash|forward smash]], capable of KOing as early as 50% at the edge. Players also tend to use [[../Neutral attack|neutral attack]] to store [[knockback]], then go for a regrab. This allows King K. Rool to "game" the 50/50 situation and usually confirm the KO as well, as well as other attacks such as forward tilt and dash attack. It is also possible for K. Rool to store his [[../Down aerial|down aerial]]'s [[meteor smash]] inside of a bury, and down throw is no exception to this<ref>https://docs.google.com/spreadsheets/d/1D_yM8UhNDiQXFlyTx-fHM_uFjZ5hN9sffAZ3wYUlrRg/edit?usp=sharing</ref>. Out of this, King K. Rool can confirm his up smash, working as an even earlier kill setup from around 75%.  
Opponents that attempt to avoid this by not mashing tend to get hit by devastating punishes should the K. Rool player react correctly. One would be his [[forward smash]], capable of KOing as early as 50% at the edge. Players also tend to use [[King K. Rool (SSBU)/Neutral attack|neutral attack]] to store [[knockback]], then go for a regrab. This allows King K. Rool to "game" the 50/50 situation and usually confirm the KO as well, as well as other attacks such as forward tilt and dash attack. It is also possible for K. Rool to store his [[King K. Rool (SSBU)/Down aerial|down aerial]]'s [[meteor smash]] inside of a bury, and down throw is no exception to this<ref>https://docs.google.com/spreadsheets/d/1D_yM8UhNDiQXFlyTx-fHM_uFjZ5hN9sffAZ3wYUlrRg/edit?usp=sharing</ref>. Out of this, King K. Rool can confirm his up smash, working as an even earlier kill setup from around 75%.  


==="True" Kill Confirms===
==="True" Kill Confirms===
Should the player want to forgo the aforementioned 50/50, however, the player can go for a various "true" confirms instead. [[../Forward tilt|Forward tilt]], [[../Up tilt|up tilt]] and [[../Dash attack|dash attack]] are common followups to achieve this. These followups can technically still be mashed out of until around 130%, but remain strong options due to their kill power, and the lack of human opponents who can escape moves like up tilt entirely.  
Should the player want to forgo the aforementioned 50/50, however, the player can go for a various "true" confirms instead. [[King K. Rool (SSBU)/Forward tilt|Forward tilt]], [[King K. Rool (SSBU)/Up tilt|up tilt]] and [[King K. Rool (SSBU)/Dash attack|dash attack]] are common followups to achieve this. These followups can technically still be mashed out of until around 130%, but remain strong options due to their kill power, and the lack of human opponents who can escape moves like up tilt entirely.  


Forward tilt is a controversial (due to being frame 12) albeit often used followup, for its kill power. However, the kill power exclusively comes from whether it sweetspots opponents. This varies by matchup<ref>https://docs.google.com/spreadsheets/d/1Cb5bhVZr9hG96IoWyt5aMWRcHJ1Jc2E4dnWsucdex8Y/edit?usp=sharing</ref>, but can pay off greatly if the opponent cannot mash out of it. Many players angle forward tilt up in matchups where it connects, with the aim of catching opponents as they mash out, effectively making the move a [[true combo]] at some percents.  
Forward tilt is a controversial (due to being frame 12) albeit often used followup, for its kill power. However, the kill power exclusively comes from whether it sweetspots opponents. This varies by matchup<ref>https://docs.google.com/spreadsheets/d/1Cb5bhVZr9hG96IoWyt5aMWRcHJ1Jc2E4dnWsucdex8Y/edit?usp=sharing</ref>, but can pay off greatly if the opponent cannot mash out of it. Many players angle forward tilt up in matchups where it connects, with the aim of catching opponents as they mash out, effectively making the move a [[true combo]] at some percents.  
Line 53: Line 53:


==Throw Data==
==Throw Data==
The move buries the opponent upside down. The bury duration is determined by the formula <code>60 + 0.75p</code>, where '''p''' is the target's percent before damage from the throw. As such, its duration is not affected by stock difference or [[rage]]. Bury Tech Situation Storage does not affect this move due to [[ASDI]] not working on throws<ref>https://twitter.com/PlagueVonKarma/status/1224697652392157185</ref>.
{{UltimateThrowTableHeader}}
{{UltimateThrowTableHeader}}
{{HitboxTableTitle|Throw|42}}
{{UltimateThrowTableRow
{{UltimateThrowTableRow
|id=0
|id=0
|bn=top
|type=Throwing
|type=Throwing
|damage=5.0%
|damage=5%
|angle=48
|angle=48
|bk=30
|bk=30
|ks=90
|ks=90
|fkv=0
|fkv=0
|ff=0.0
|effect=Bury
|effect=Bury
|sfx=None
|sfx=None
|slvl=S
|slvl=S
}}
}}
{{HitboxTableTitle|Throw Release|42}}
{{UltimateThrowTableRow
{{UltimateThrowTableRow
|kind=1
|id=0
|id=0
|bn=top
|type=Throwing
|type=Throwing
|damage=2.0%
|damage=2%
|angle=361
|angle=361
|bk=40
|bk=40
|ks=100
|ks=100
|fkv=0
|fkv=0
|ff=0.0
|effect=Bury
|effect=Bury
|sfx=None
|sfx=None
Line 82: Line 85:
}}
}}
|}
|}
Bury Base Time is calculated separately from the original formula, through '''60 + (0.75×Damage before throw)'''. As such it is also exempt from the stock difference and [[rage]] mechanics as well. Bury Tech Situation Storage does not affect this move due to [[ASDI]] not working on throws<ref>https://twitter.com/PlagueVonKarma/status/1224697652392157185</ref>. [[King K. Rool (SSBU)/Pummel|Pummels]] can be used prior to the throw to increase the bury frames, due to it specifically using damage prior to the throw.


==Timing==
==Timing==
Line 88: Line 92:
|1-40
|1-40
|-
|-
!Throw release
!Throw Release
|40
|40
|-
|-
Line 98: Line 102:
|}
|}
{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=39|e=LagThrowS}}{{FrameStrip|t=Lag|c=34|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=6}}
|'''Throw Release {{FrameStrip|t=Lag|c=39|e=LagThrowS}}{{FrameStrip|t=Lag|c=34|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=6}}
|-
|-
{{FrameStrip|t=Invincible|c=40}}{{FrameStrip|t=Vulnerable|c=39}}
|'''Throw Invincibility'''&nbsp;{{FrameStrip|t=Invincible|c=40}}{{FrameStrip|t=Vulnerable|c=39}}
{{FrameStripEnd}}
{{FrameStripEnd}}


Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)