Belly Super Armor: Difference between revisions

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Belly Super Armor provides K. Rool with a unique form of launch resistance during specific attacks. Despite King K. Rool always wearing this piece of armor, Belly Super Armor is not active when idle; it has to be made active by his attacks. As such, it is never active unless he executes them, such as his [[forward tilt]]. While the Belly Super Armor is inactive, it will not take damage and K. Rool will be hit as normal, but it will still restore HP. Attacks that hit K. Rool's Belly Super Armor make a loud, distinct clanging sound as an audio cue, and the damage received is halved. If K. Rool's armor blocks an attack that triggers a [[Special Zoom]], the attack will be blocked as normal, but the zoom still occurs.  
Belly Super Armor provides K. Rool with a unique form of launch resistance during specific attacks. Despite King K. Rool always wearing this piece of armor, Belly Super Armor is not active when idle; it has to be made active by his attacks. As such, it is never active unless he executes them, such as his [[forward tilt]]. While the Belly Super Armor is inactive, it will not take damage and K. Rool will be hit as normal, but it will still restore HP. Attacks that hit K. Rool's Belly Super Armor make a loud, distinct clanging sound as an audio cue, and the damage received is halved. If K. Rool's armor blocks an attack that triggers a [[Special Zoom]], the attack will be blocked as normal, but the zoom still occurs.  


Belly Super Armor has its own [[hurtbox]], centered on his waist and jutting out slightly. As a result, this can be taken as a hurtbox extension. Due to this, K. Rool's armor can be attacked when K. Rool himself usually would not be. This adds a degree of protection against longer lasting hitboxes, but multihits and ranged hitboxes and projectiles typically become better when pressuring it due to this as well. When an attack is blocked by Belly Super Armor, there is a minimum 16 frames of hitlag. As a result, it is possible for options such as buffering a [[fast fall]] through it. K. Rool's [[neutral aerial]] often uses this against multihits to aid landing. If Belly Super Armor is broken, there is a universal 1.8x hitlag multiplier as well.  
[[File:KingKRoolDashAttackSSBU.gif|200px|thumb|Hitbox visual of K. Rool's [[dash attack]], with Belly Super Armor shown in yellow.]]
Belly Super Armor has its own [[hurtbox]], centered on his waist and jutting out slightly. As a result, this can be taken as a hurtbox extension. Due to this, K. Rool's armor can be attacked when K. Rool himself usually wouldn't be. This adds a degree of protection against longer-lasting hitboxes, but multihits, ranged hitboxes, projectiles are more effective at pressuring it due to this issue.  
 
When an attack is blocked by Belly Super Armor, there is a minimum 16 frames of [[hitlag]], during which the crack stages are updated. As a result, though, it is possible to buffer options, such as a [[fast fall]], during this hitlag. K. Rool players will use this during [[neutral aerial]] against multihits, aiding in landing. If Belly Super Armor is broken, there is a universal 1.8x hitlag multiplier as well.  


Belly Super Armor's strength and utility comes from the attacks that make the best use of it; each attack uses the armor in a different way. Neutral aerial allows K. Rool to "flash" the armor when needed, while being one of the most non-committal moves he has. With this, he can use Belly Super Armor to absorb a single-hit hitbox such as a projectile, gaining monumental frame advantage to punish the opponent. This can also start combos or defend K. Rool when recovering, making it a very powerful attack. Dash attack serves a similar purpose to [[Wonderwing]], acting as an armored burst option to force his way through obstacle courses made by characters such as {{SSBU|Snake}}. However, while these attacks make K. Rool act more like a tank, moves such as up aerial serve more as defensive tools; in this case protecting him when trying to using the drift mechanics to recover. Down smash also serves as a defensive tool, hard punishing opponents for getting too comfy when pressuring him. Overall, Belly Super Armor serves multiple different purposes, and it all stems from the way his attacks utilize it.  
Belly Super Armor's strength and utility comes from the attacks that make the best use of it; each attack uses the armor in a different way. Neutral aerial allows K. Rool to "flash" the armor when needed, while being one of the most non-committal moves he has. With this, he can use Belly Super Armor to absorb a single-hit hitbox such as a projectile, gaining monumental frame advantage to punish the opponent. This can also start combos or defend K. Rool when recovering, making it a very powerful attack. Dash attack serves a similar purpose to [[Wonderwing]], acting as an armored burst option to force his way through obstacle courses made by characters such as {{SSBU|Snake}}. However, while these attacks make K. Rool act more like a tank, moves such as up aerial serve more as defensive tools; in this case protecting him when trying to using the drift mechanics to recover. Down smash also serves as a defensive tool, hard punishing opponents for getting too comfy when pressuring him. Overall, Belly Super Armor serves multiple different purposes, and it all stems from the way his attacks utilize it.  
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==HP System==
==HP system==
[[File:BSA 1v1 vs Base Damage.png|thumb|right|300px|{{SSBU|King K. Rool}} using his Belly Super Armor on side taunt to block Kirby's [[Hammer Flip]] in 1v1 and 3-player Smash in 11.0.0.]]
[[File:BSA 1v1 vs Base Damage.png|thumb|300px|{{SSBU|King K. Rool}} using his Belly Super Armor on side taunt to block Kirby's [[Hammer Flip]] in 1v1 and 3-player Smash in 11.0.0.]]
The armor has 18.01 HP (14.01 HP prior to 8.0.0), but since the incoming damage is split 50/50 between K. Rool and his belly, it is effectively 36.02 HP, often referred to by % by the K. Rool playerbase to differentiate. Belly Super Armor regenerates 0.08 HP every 16 frames, or around 0.3 HP per second. For an easier-to-scale format it takes 4 seconds to recover 1.12 HP. Overall, it will take around 60 seconds (47 prior to 8.0.0) to recover all of Belly Super Armor's HP. Due to the power of the ability, managing the armor's health is pivotal in being successful with King K. Rool.  
The armor has 18.01 HP (14.01 HP prior to 8.0.0), but since the incoming damage is split 50/50 between K. Rool and his belly, it is effectively 36.02 HP, often referred to by % by the K. Rool playerbase to differentiate. Belly Super Armor regenerates 0.08 HP every 16 frames, or around 0.3 HP per second. For an easier-to-scale format it takes 4 seconds to recover 1.12 HP. Overall, it will take around 60 seconds (47 prior to 8.0.0) to recover all of Belly Super Armor's HP. Due to the power of the ability, managing the armor's health is pivotal in being successful with King K. Rool.  


Unlike other forms of armor that use damage for thresholds in ''Ultimate'', Belly Super Armor is affected by the increased damage caused by the [[1v1 multiplier]], as unlike other attacks it must first split the incoming damage before it can split the damage (and thus requires the final post-multiplier damage). This is worsened by the [[stale-move negation]] mechanics strengthening fresh moves by 1.05×, with moves such as [[Warlock Punch]] specifically breaking the armor with the 1v1 and freshness multipliers considered. However, staling can also help the armor due to decreased damage, making it harder for characters reliant on a few specific attacks to break it. In addition, with the changes in 8.0.0, it is far rarer to see moves break the armor in a single hit.  
Unlike other forms of armor that use damage for thresholds in ''Ultimate'', Belly Super Armor is affected by the increased damage caused by the [[1v1 multiplier]], as unlike other attacks it must first calculate the incoming damage before it can split the damage (and thus requires the final post-multiplier damage). This is worsened by the [[stale-move negation]] mechanics strengthening fresh moves by 1.05×, with moves such as [[Warlock Punch]] specifically breaking the armor with the 1v1 and freshness multipliers considered. However, staling can also help the armor due to decreased damage thereafter, making it harder for characters reliant on a few specific attacks to break it. In addition, with the changes in 8.0.0, it is far rarer to see moves break the armor in a single hit.  


Armor is also affected by other damage multipliers such as [[Monado Arts]], [[Revenge]] and {{b|ink|status}}, making the armor deceptively easy to break for characters utilizing them. Due to the armor's active frames, it is also possible to destroy it through [[counter]]s. However, as of 8.0.0, it is impossible for any counter to break armor in a single hit, including [[Vision]] affected by the Buster Art. Forward tilt and down smash are also impervious to this tactic due to their armor hurtbox terminating when the hitbox comes out<ref>[https://docs.google.com/spreadsheets/d/1QiWT63mHFBLbKn9594ahe1ee22Gf_aowCjrK6Heushk/edit#gid=0 Belly Super Armor, Crownerang and Gut Check VS Every move in the game]</ref>.
Armor is also affected by other damage multipliers such as [[Monado Arts]], [[Revenge]] and {{b|ink|status}}, making the armor deceptively easy to break for characters utilizing them. Due to the armor's active frames, it is also possible to destroy it through [[counter]]s. However, as of 8.0.0, it is impossible for any counter to break armor in a single hit, including [[Vision]] affected by the Buster Art. Forward tilt and down smash are also impervious to this tactic due to their armor hurtbox terminating when the hitbox comes out<ref>[https://docs.google.com/spreadsheets/d/1QiWT63mHFBLbKn9594ahe1ee22Gf_aowCjrK6Heushk/edit#gid=0 Belly Super Armor, Crownerang and Gut Check VS Every move in the game]</ref>.
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==Crack Stages==
===Crack stages===
Unlike most forms of armor, Belly Super Armor reduces the damage K. Rool takes from attacks, cutting the damage in half. The amount of damage the armor has taken is roughly visible as a crack that expands in two stages. Small cracks appear when the armor has 11.5 HP left, and large cracks appear when it has 6.1 HP left. Thus, a K. Rool player can use this as a way to help manage the armor's HP during a match, prioritizing different moves accordingly based on the matchup. [[Shield]]ing (sometimes also tilting the shield) is the most common method of checking the armor crack thanks to it visualizing the armor almost completely. [[King K. Rool (SSBU)/Neutral aerial|Neutral aerial]] is also used as it expands the belly. However, this is risky as it also has the armor become active while making K. Rool commit.  
Unlike most forms of armor, Belly Super Armor reduces the damage K. Rool takes from attacks, cutting the damage in half. The amount of damage the armor has taken is roughly visible as a crack that expands in two stages. Small cracks appear when the armor has 11.5 HP left, and large cracks appear when it has 6.1 HP left. Thus, a K. Rool player can use this as a way to help manage the armor's HP during a match, prioritizing different moves accordingly based on the matchup. [[Shield]]ing (sometimes also tilting the shield) is the most common method of checking the armor crack thanks to it visualizing the armor almost completely. [[King K. Rool (SSBU)/Neutral aerial|Neutral aerial]] is also used as it expands the belly. However, this is risky as it also has the armor become active while making K. Rool commit.  


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|6-20
|6-20
|-
|-
|[[Side taunt]]
|Side [[taunt]]
|Starts just before K. Rool pats his belly.  
|Starts just before K. Rool pats his belly.  
|9-20
|9-20
|}
|}


==Update History==
==Update history==
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|Belly Super Armor has a higher HP threshold (14.01 HP → 18.01 HP), effectively 28.02 HP → 36.02 HP. This makes it much harder to break, almost never breaking in a single hit. It also cannot be instantly broken by [[counterattack]]s.}}
*{{buff|Belly Super Armor has a higher HP threshold (14.01 HP → 18.01 HP), effectively 28.02 HP → 36.02 HP. This makes it much harder to break, almost never breaking in a single hit. It also cannot be instantly broken by [[counterattack]]s.}}
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