Editing King K. Rool (SSBU)/Grab
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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, | 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]] | 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>. 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=== |