Editing King K. Rool (SSBU)/Floor attack (trip)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
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 1: | Line 1: | ||
{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File: | [[File:KingKRoolGetupAttackSSBU(Trip).gif|thumb|350px|Hitbox visualization showing King K. Rool's floor attack after tripping.]] | ||
==Overview== | ==Overview== | ||
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. | 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. |