King K. Rool (SSBU)/Dash attack: Difference between revisions

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Dash attack has [[Belly Super Armor]] - the highest amount in K. Rool's kit - allowing it to tank opposing hits (especially projectiles). This makes it a formidable burst option in neutral. K. Rool players tend to use dash attack as a predictive tool to stuff habits, in a similar manner to {{SSBU|Banjo & Kazooie}}'s [[Wonderwing]]. This allows King K. Rool to force his way through projectiles as well, which prevents him from ever being truly locked down should he have the time to use the move. So long as his armor is at an acceptable amount of health, the option is there through Instant Dash Attack.  
Dash attack has [[Belly Super Armor]] - the highest amount in K. Rool's kit - allowing it to tank opposing hits (especially projectiles). This makes it a formidable burst option in neutral. K. Rool players tend to use dash attack as a predictive tool to stuff habits, in a similar manner to {{SSBU|Banjo & Kazooie}}'s [[Wonderwing]]. This allows King K. Rool to force his way through projectiles as well, which prevents him from ever being truly locked down should he have the time to use the move. So long as his armor is at an acceptable amount of health, the option is there through Instant Dash Attack.  


Dash attack is most useful as a combo ender, specifically out of moves like [[Blunderbuss]]'s Kannonballs, [[Crownerang]] and [[../Forward throw|forward throw]]. Crownerang is able to confirm the early hit at low percentages through [[Crown Sliding]]. All of these make substantial use of the early hit's damage output. Forward throw into [https://www.youtube.com/watch?v=7-mWaJuVdlo Instant Dash Attack] is among the best bread and butter combos for K. Rool, being consistent on a large majority of the cast and landing him around 30% right out of the gate. It should be noted that this combo is completely absent of interaction up until [[tumble]] percentages, as [[ASDI]] and other options do not work against throws<ref>https://docs.google.com/spreadsheets/d/1USngK1T3N2ztaRfB0_c5syc8qCZPQqMVli5bX-Yf_5s/edit?usp=sharing</ref>. However once tumble begins, [[DI]] up+out tends to significantly hurt the % ranges.  
Dash attack is most useful as a combo ender, specifically out of moves like [[Blunderbuss]]'s Kannonballs, [[Crownerang]] and [[../Forward throw|forward throw]]. Crownerang is able to confirm the early hit at low percentages through [[Crownerang#Crown sliding|Crown sliding]]. All of these make substantial use of the early hit's damage output. Forward throw into [https://www.youtube.com/watch?v=7-mWaJuVdlo Instant Dash Attack] is among the best bread and butter combos for K. Rool, being consistent on a large majority of the cast and landing him around 30% right out of the gate. It should be noted that this combo is completely absent of interaction up until [[tumble]] percentages, as [[ASDI]] and other options do not work against throws<ref>https://docs.google.com/spreadsheets/d/1USngK1T3N2ztaRfB0_c5syc8qCZPQqMVli5bX-Yf_5s/edit?usp=sharing</ref>. However once tumble begins, [[DI]] up+out tends to significantly hurt the % ranges.  


Dash attack also crosses up shields consistently and has a [[shieldstun]] multiplier of 1.15x. This makes it a bit safer on shield than it would be at a glance, but remains more of a surprise option to exploit reaction time. This is because it remains -37 on shield on the early hit, which is more than enough time for the crossup to be punished. For it to be a reliable crossup, the King K. Rool player must space dash attack to cross up in a way that leaves it harder to punish, which isn't always something the king can afford to do in high-tension matches. As such, it is often relegated to a niche option for shock factor that doubles as a knowledge check. The ambiguity of the cross-up tends to make it harder to punish than one would expect, but against an experienced player, it just falls flat.  
Dash attack also crosses up shields consistently and has a [[shieldstun]] multiplier of 1.15x. This makes it a bit safer on shield than it would be at a glance, but remains more of a surprise option to exploit reaction time. This is because it remains -37 on shield on the early hit, which is more than enough time for the crossup to be punished. For it to be a reliable crossup, the King K. Rool player must space dash attack to cross up in a way that leaves it harder to punish, which isn't always something the king can afford to do in high-tension matches. As such, it is often relegated to a niche option for shock factor that doubles as a knowledge check. The ambiguity of the cross-up tends to make it harder to punish than one would expect, but against an experienced player, it just falls flat.