Editing King K. Rool (SSBU)/Neutral attack/Hit 1

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Due to some quirks with King K. Rool's traction, it is possible for him to slide with neutral attack just after a dash is over and the skid begins, once dash attack is no longer possible. This makes for an interesting approach option thanks to the attack's already solid horizontal range and the inherent ability to mix up on shield. In addition, because of K. Rool's height, this can also catch jumps efficiently without much commitment, making it a very valuable tool in neutral.  
Due to some quirks with King K. Rool's traction, it is possible for him to slide with neutral attack just after a dash is over and the skid begins, once dash attack is no longer possible. This makes for an interesting approach option thanks to the attack's already solid horizontal range and the inherent ability to mix up on shield. In addition, because of K. Rool's height, this can also catch jumps efficiently without much commitment, making it a very valuable tool in neutral.  


Because the move is disjointed, jab 1 is able to "cancel out" weak projectiles and similar attacks with minimal lag. While he does face recoil lag, this usually ends extremely quickly and grants enough time for K. Rool to run in and punish. However, because the hitbox duration of jab is relatively low and the hitboxes are a bit iffy, it is difficult to do consistently with just the one hit. On the other hand, because jab 2 has exactly the same properties, it gains an effective two extra frames of activity, making it more reliable. Because it only works against weak attacks like {{SSBU|Hero}}'s [[Frizz]] and {{SSBU|Mario}}'s [[Fireball]], this option is matchup-specific.
Because the move is disjointed, jab 1 is able to "cancel out" weak projectiles and similar attacks with minimal lag. While he does face recoil lag, this usually ends extremely quickly and grants enough time for K. Rool to run in and punish. However, because the hitbox duration of jab is relatively low and the hitboxes are a bit iffy, it is difficult to do consistently with just the one hit. However, jab 2 has exactly the same properties, giving an effective two extra frames of activity, making it more reliable. Because it only works against weak attacks like {{SSBU|Hero}}'s [[Frizz]] and {{SSBU|Mario}}'s [[Fireball]], this option is matchup-specific.


Neutral attack Hit 1 has one specific use on its own, in that it allows for regrabs out of [[bury]] states. This combats those who don't mash when trying to escape {{mvsub|King K. Rool|SSBU|down throw}} into {{mvsub|King K. Rool|SSBU|up smash}}, acting as the strongest mash deterrent that K. Rool has while allowing him to drag foes to the edge of the stage for closer-range [[KO]] confirms later. If at the edge, this can force them to fall off which, due to the lag the foe suffers while doing this, leads to a free [[meteor smash]]. However, it is very easy to mash out of down throw to jab ''while buried'' if the opponent is actually trying to get out, thus making it extremely unlikely to lead to loops and thus a 50:50 mixup at best. Even if it works, mid-level mashing tends to leave K. Rool with very few frames to follow up, causing for a potential negative on hit punish. Confirming into Hits 2-3 is a reasonable alternative, being one of K. Rool's easiest and highest damage combos to do using this at mid%s, hitting opponents during the 12 frames of popout lag. This also leads to useful ledgetrap situations while helping K. Rool manage [[stale-move negation]]. However, up throw tends to be more consistent for damage building.  
Neutral attack Hit 1 has one specific use on its own, in that it allows for regrabs out of [[bury]] states. This combats those who don't mash when trying to escape {{mvsub|King K. Rool|SSBU|down throw}} into {{mvsub|King K. Rool|SSBU|up smash}}, acting as the strongest mash deterrent that K. Rool has while allowing him to drag foes to the edge of the stage for closer-range [[KO]] confirms later. If at the edge, this can force them to fall off which, due to the lag the foe suffers while doing this, leads to a free [[meteor smash]]. However, it is very easy to mash out of down throw to jab ''while buried'' if the opponent is actually trying to get out, thus making it extremely unlikely to lead to loops and thus a 50:50 mixup at best. Even if it works, mid-level mashing tends to leave K. Rool with very few frames to follow up, causing for a potential negative on hit punish. Confirming into Hits 2-3 is a reasonable alternative, being one of K. Rool's easiest and highest damage combos to do using this at mid%s, hitting opponents during the 12 frames of popout lag. This also leads to useful ledgetrap situations while helping K. Rool manage [[stale-move negation]]. However, up throw tends to be more consistent for damage building.  

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