Editing King K. Rool (SSBU)/Grab

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
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 7: Line 7:
King K. Rool's [[grab]]s have wide range and 3 active frames thanks to his nature as a [[Weight|super heavyweight]] character. As a result of this, these grabs are pivotal to his success. Unfortunately however, they're quite slow and the 4 frame lockout from grabs out of [[shieldstun]] significantly hurts standing grab as an [[out of shield]] option. Regardless, due to the reward King K. Rool can get off of grabs, they're crucial to his playstyle.  
King K. Rool's [[grab]]s have wide range and 3 active frames thanks to his nature as a [[Weight|super heavyweight]] character. As a result of this, these grabs are pivotal to his success. Unfortunately however, they're quite slow and the 4 frame lockout from grabs out of [[shieldstun]] significantly hurts standing grab as an [[out of shield]] option. Regardless, due to the reward King K. Rool can get off of grabs, they're crucial to his playstyle.  


Standing grab has relatively good vertical range backed by K. Rool's stature, adding to its consistency, and even catching jumping opponents. Dashing into shield and then using standing grab (which ''isn't'' affected by the lockout due to absence of shieldstun) is a good bait option in neutral thanks to these qualities, as well as the fact it is less committal than dash grab. It's not uncommon to see K. Rool players abusing this for positioning purposes, as dash grab's sheer lunge distance can be problematic in some situations.
Standing grab has relatively good vertical range backed by K. Rool's stature, allowing it to be relatively consistent even if opponents jump. Dashing into shield and then using standing grab (which ''isn't'' affected by the lockout due to absence of shieldstun) is a relatively good bait option in neutral thanks to this, as well as the fact it is less committal than dash grab.


Dash grab has a significant lunge reminiscent of [[Captain Falcon (SSBU)/Grab|Captain Falcon's]] in ''Smash 4''. This can be mixed up with initial dash's large dash grab window for mixups during approach, often alongside [[King K. Rool (SSBU)/Neutral attack|neutral attack]] for 50/50s. This makes King K. Rool's effective grab range quite wide as well, allowing grabs to be relatively easy to get against unprepared players. Dash grab is also very frequently used out of [[King K. Rool (SSBU)/Forward aerial|forward aerial]] pre-[[tumble]] as an early grab confirm. This usually leads into [[King K. Rool (SSBU)/Forward throw|forward throw]], and then a [[King K. Rool (SSBU)/Dash attack|dash attack]] or [[Crownerang]]. It should be noted that dash attack cancelled dash grabs can boost the lunge distance even further, allowing K. Rool to potentially cover a Battlefield platform in distance<ref>https://docs.google.com/spreadsheets/d/1uWO_l-tH4LJzMJz4AnptjHY8wVpJk-6qZmeg151p_ro/edit?usp=sharing - DACDG Evaluation</ref>. However, the frame window for a good boost is high, in addition to the potential of using dash attack by accident, which makes it risky without practice.
Dash grab has a significant lunge reminiscent of [[Captain Falcon (SSBU)/Grab|Captain Falcon's]] in ''Smash 4''. This can be mixed up with initial dash's large dash grab window for mixups during approach, often alongside [[King K. Rool (SSBU)/Neutral attack|neutral attack]] for 50/50s. This makes King K. Rool's effective grab range quite wide as well, allowing grabs to be relatively easy to get against unprepared players. Dash grab is also very frequently used out of [[King K. Rool (SSBU)/Forward aerial|forward aerial]] pre-[[tumble]] as an early grab confirm. This usually leads into [[King K. Rool (SSBU)/Forward throw|forward throw]], and then a [[King K. Rool (SSBU)/Dash attack|dash attack]] or [[Crownerang]].
 
K. Rool's pivot grab is a quick turnaround, extending exactly to his hand. Despite appearances, K. Rool's size makes the range deceptively large in practice. Due to how long the range of the pivot grab is, many K. Rool players make use of the C-Stick to do standing pivot grabs<ref>https://twitter.com/Dawangthang/status/1220453448069668874 - Standing Pivot Grabs w/C-Stick</ref>. This is a fair alternative to dash attack cancelled dash grabs when running, though the execution barrier remains quite high. Given the active frames, useful [[hurtbox]] shift and coverage, this can also be used as a ledgetrapping tool against most grounded options. This is also a good option against opponents who abuse K. Rool's poor turnaround.


K. Rool's pivot grab is a quick turnaround, extending exactly to his hand. Despite appearances, K. Rool's size makes the range deceptively large in practice. Due to how long the range of the pivot grab is, many K. Rool players make use of the C-Stick to do standing pivot grabs<ref>https://twitter.com/Dawangthang/status/1220453448069668874 - Standing Pivot Grabs w/C-Stick</ref>. Given the active frames, useful [[hurtbox]] shift and coverage, this can also be used as a ledgetrapping tool against most grounded options. This is also a good option against opponents who abuse K. Rool's poor turnaround.
==Grabbox Data==
==Grabbox Data==
===Standing Grab===
===Standing Grab===

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)