King K. Rool (SSBU)/Forward throw: Difference between revisions
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==Overview== | ==Overview== | ||
King K. Rool slams his opponent to the floor. Forward throw is usually used for advancing game state and building momentum. This is done through [https://www.dustloop.com/wiki/index.php?title=Okizeme okizeme]-style techniques just after dash attack stops working, particularly with Crownerang. If opponents don't jump, it can lead into high-pressure situations that usually end in K. Rool's favor. Simply dashing at opponents afraid of the threat of this and catching their jumps with [[../Up aerial|up aerial]], or reacting to other options in general, is also a solid mixup. | |||
King K. Rool's [[forward throw]] is the source of his main bread and butter combo at 0%, that being forward throw into [[ | King K. Rool's [[forward throw]] is the source of his main bread and butter combo at 0%, that being forward throw into [[../Dash attack|dash attack]]. It can also be used to confirm [[../Neutral attack|neutral attack]], which can lead to better game states thanks to the [[tech]] situation it provides, as well as ledgetrap situations. In addition, these combos are always true due to forward throw not sending into [[tumble]] until 10.9% (tested on Mario); throws cannot be [[SDI]]'d either, making them absolutely impossible to escape. Once it sends into tumble however, both combos can be escaped by [[DI]]-ing up and away. If opponents don't know how to DI the confirms post-tumble, however, getting a grab confirm with pre-tumble [[../Forward aerial|forward aerial]] before going into the combo leads to heavy damage. [[Crownerang]] makes a good followup instead in these scenarios as well, should the opponent know how to DI the situation. | ||
Forward throw can also be used for platform tech situations at around 30% (considering [[Battlefield]] as the example), allowing for a virtually guaranteed | Forward throw can also be used for platform tech situations at around 30% (considering [[Battlefield]] as the example), allowing for a virtually guaranteed forward aerial, [[Blunderbuss]] Kannonball or Crownerang. This can be used for further play extensions thereafter, although it is risky and not always true. If opponents DI in and K. Rool remains close, [[../Down aerial|down aerial]] is a difficult but possible follow-up. Up aerial can be used to cover multiple options at once while positioning K. Rool on the platform, thereby giving him a favorable situation thereafter. | ||
Similarly, Forward throw is also used for positioning when near the ledge, for setting up ledgetrap situations. However, after ~60%, [[ | Similarly, Forward throw is also used for positioning when near the ledge, for setting up ledgetrap situations. However, after ~60%, [[../Down throw|down throw]] to neutral attack is preferred for more damage. The DI mixup is very useful for confirming [[../Back aerial|back aerial]] [[meteor smash]]es however, which is true if opponents DI in at around 25%, although it is extremely difficult to pull off. This combo is often used in or out of the range as a [[jump]] read instead, which is seen frequently used from players such as {{sm|KirbyKid}}. | ||
Forward throw also has a collateral damage hitbox for multiple opponents; this allows it to hit both of the {{SSBU|Ice Climbers}}, [[Luma]] and {{SSBU|Olimar}}'s [[Pikmin]]. Naturally, in doubles this sees wide usage, and can be very useful for [[lock]] combos at lower [[percentage]]s, and for kill confirms at higher ones. | Forward throw also has a collateral damage hitbox for multiple opponents; this allows it to hit both of the {{SSBU|Ice Climbers}}, [[Luma]] and {{SSBU|Olimar}}'s [[Pikmin]]. Naturally, in doubles this sees wide usage, and can be very useful for [[lock]] combos at lower [[percentage]]s, and for kill confirms at higher ones. | ||
Forward throw does have flaws, however. Very few of the move's followups are actually true combos after it sends into tumble, due to the angle opponents are sent. The damage dealt by non-true interactions are also generally worse than [[ | Forward throw does have flaws, however. Very few of the move's followups are actually true combos after it sends into tumble, due to the angle opponents are sent. The damage dealt by non-true interactions are also generally worse than [[../Up throw|up throw's]], meaning that outside of the tumble threshold, forward throw plays are seen as suboptimal outside of advancing game state by K. Rool's playerbase. | ||
==Hitbox Data== | ==Throw and Hitbox Data== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle| | {{HitboxTableTitle|Collateral hit (early)|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 34: | Line 34: | ||
|bn=arml | |bn=arml | ||
|xpos=4.0 | |xpos=4.0 | ||
|ff=0.0 | |ff=0.0 | ||
|type=Hand | |type=Hand | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=M | |slvl=M | ||
Line 44: | Line 41: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle| | {{HitboxTableTitle|Collateral hit (late)|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 56: | Line 53: | ||
|bn=arml | |bn=arml | ||
|xpos=4.0 | |xpos=4.0 | ||
|ff=0.0 | |ff=0.0 | ||
|type=Hand | |type=Hand | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=M | |slvl=M | ||
Line 76: | Line 70: | ||
|r=6.0 | |r=6.0 | ||
|bn=top | |bn=top | ||
|ypos=3.0 | |ypos=3.0 | ||
|zpos=21.0 to 23.0 | |zpos=21.0 to 23.0 | ||
|ff=0.0 | |ff=0.0 | ||
|type=Hand | |type=Hand | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=M | |slvl=M | ||
Line 89: | Line 81: | ||
|} | |} | ||
{{UltimateThrowTableHeader}} | {{UltimateThrowTableHeader}} | ||
{{HitboxTableTitle|Throw| | {{HitboxTableTitle|Throw|24}} | ||
{{UltimateThrowTableRow | {{UltimateThrowTableRow | ||
|id=0 | |id=0 | ||
Line 101: | Line 92: | ||
|ks=55 | |ks=55 | ||
|fkv=0 | |fkv=0 | ||
|sfx=None | |sfx=None | ||
|slvl=S | |slvl=S | ||
}} | }} | ||
{{UltimateThrowTableRow | {{UltimateThrowTableRow | ||
|kind=1 | |||
|id=0 | |id=0 | ||
|bn=top | |bn=top | ||
Line 116: | Line 105: | ||
|ks=100 | |ks=100 | ||
|fkv=0 | |fkv=0 | ||
|sfx=None | |sfx=None | ||
|slvl=S | |slvl=S | ||
Line 128: | Line 115: | ||
|1-28 | |1-28 | ||
|- | |- | ||
! | !Collateral hit | ||
|24, 25-26 | |24, 25-26 | ||
|- | |- | ||
!Throw | !Throw release | ||
|28 | |28 | ||
|- | |- | ||
Line 141: | Line 128: | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=23}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=1|e=LagThrowS}}{{FrameStrip|t=Lag|c=12|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=29}} | |||
|- | |- | ||
{{FrameStrip|t=Invincible|c=28}}{{FrameStrip|t=Vulnerable|c=40}} | |||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|throw=y|interruptible=y|vulnerable=y|invincible=y}} | {{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|throw=y|interruptible=y|vulnerable=y|invincible=y}} | ||
{{MvSubNavKingKRool|g=SSBU}} | {{MvSubNavKingKRool|g=SSBU}} |
Latest revision as of 15:20, August 8, 2022
King K. Rool forward throw hurtbox visualization | ||||
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Overview[edit]
King K. Rool slams his opponent to the floor. Forward throw is usually used for advancing game state and building momentum. This is done through okizeme-style techniques just after dash attack stops working, particularly with Crownerang. If opponents don't jump, it can lead into high-pressure situations that usually end in K. Rool's favor. Simply dashing at opponents afraid of the threat of this and catching their jumps with up aerial, or reacting to other options in general, is also a solid mixup.
King K. Rool's forward throw is the source of his main bread and butter combo at 0%, that being forward throw into dash attack. It can also be used to confirm neutral attack, which can lead to better game states thanks to the tech situation it provides, as well as ledgetrap situations. In addition, these combos are always true due to forward throw not sending into tumble until 10.9% (tested on Mario); throws cannot be SDI'd either, making them absolutely impossible to escape. Once it sends into tumble however, both combos can be escaped by DI-ing up and away. If opponents don't know how to DI the confirms post-tumble, however, getting a grab confirm with pre-tumble forward aerial before going into the combo leads to heavy damage. Crownerang makes a good followup instead in these scenarios as well, should the opponent know how to DI the situation.
Forward throw can also be used for platform tech situations at around 30% (considering Battlefield as the example), allowing for a virtually guaranteed forward aerial, Blunderbuss Kannonball or Crownerang. This can be used for further play extensions thereafter, although it is risky and not always true. If opponents DI in and K. Rool remains close, down aerial is a difficult but possible follow-up. Up aerial can be used to cover multiple options at once while positioning K. Rool on the platform, thereby giving him a favorable situation thereafter.
Similarly, Forward throw is also used for positioning when near the ledge, for setting up ledgetrap situations. However, after ~60%, down throw to neutral attack is preferred for more damage. The DI mixup is very useful for confirming back aerial meteor smashes however, which is true if opponents DI in at around 25%, although it is extremely difficult to pull off. This combo is often used in or out of the range as a jump read instead, which is seen frequently used from players such as KirbyKid.
Forward throw also has a collateral damage hitbox for multiple opponents; this allows it to hit both of the Ice Climbers, Luma and Olimar's Pikmin. Naturally, in doubles this sees wide usage, and can be very useful for lock combos at lower percentages, and for kill confirms at higher ones.
Forward throw does have flaws, however. Very few of the move's followups are actually true combos after it sends into tumble, due to the angle opponents are sent. The damage dealt by non-true interactions are also generally worse than up throw's, meaning that outside of the tumble threshold, forward throw plays are seen as suboptimal outside of advancing game state by K. Rool's playerbase.
Throw and Hitbox Data[edit]
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw | |||||||||||||||||||||||
Throw | 0 | 10.0% | Forward | 60 | 55 | 0 | 0.0× | None | |||||||||||||||
Break | 0 | 3.0% | Forward | 60 | 100 | 0 | 0.0× | None |
Timing[edit]
Invincibility | 1-28 |
---|---|
Collateral hit | 24, 25-26 |
Throw release | 28 |
Interruptible | 40 |
Animation length | 68 |
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Invincible |
Throw point |
Interruptible |
|