King K. Rool (SSBU)/Neutral attack/Hit 3: Difference between revisions
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King K. Rool does a strong kick, dealing some hefty damage. In fact, it's the highest damage of any neutral attack Hit 3 in the game. As a result, this move is often used for damage dealing in tandem with the previous neutral attacks. Neutral attack Hit 3 is programmed specifically to not have true followups while being safe on hit: +1 at 0 (tested on Mario), eventually becoming +13 at 150%. With 4 active frames, it is also long lasting and will catch opponents just rushing in. | King K. Rool does a strong kick, dealing some hefty damage. In fact, it's the highest damage of any neutral attack Hit 3 in the game. As a result, this move is often used for damage dealing in tandem with the previous neutral attacks. Neutral attack Hit 3 is programmed specifically to not have true followups while being safe on hit: +1 at 0 (tested on Mario), eventually becoming +13 at 150%. With 4 active frames, it is also long lasting and will catch opponents just rushing in. | ||
This is usually used out of [[down throw]] at mid%s to lead to ledgetrap situations or set up for [[Crownerang]]. The latter, while not a true combo by any means, sets up for a strong advantage state. The move does set up tech situations prior to mid%s as well, which makes Crownerang and [[Blunderbuss]] Kannonballs fair options to cover everything except roll in, which can be beaten with neutral attack Hit 1 as well if the opponent lacks good reaction time. This becomes a small vortex situation of sorts. | This is usually used out of [[down throw]] at mid%s to lead to ledgetrap situations while fixing [[stale-move negation|staling]], or set up for [[Crownerang]]. The latter, while not a true combo by any means, sets up for a strong advantage state. The move does set up tech situations prior to mid%s as well, which makes Crownerang and [[Blunderbuss]] Kannonballs fair options to cover everything except roll in, which can be beaten with neutral attack Hit 1 as well if the opponent lacks good reaction time. This becomes a small vortex situation of sorts. | ||
However, Hit 3 does have small drawbacks. The foot is actually a large hurtbox extension while not having the hitbox cover the whole thing (although horizontally it is disjointed). It is also a bit laggy, meaning it is far more unsafe to do in neutral unlike Hits 1 and 2. It also doesn't tend to send into tumble at 0% even with Hits 1-2, making use at this percentage questionable<ref>https://docs.google.com/spreadsheets/d/1ECVwWUyLkffp2BlOJ5VBNhJGCY83BMRMIs3I28hShQo/edit?usp=sharing</ref>. | However, Hit 3 does have small drawbacks. The foot is actually a large hurtbox extension while not having the hitbox cover the whole thing (although horizontally it is disjointed). It is also a bit laggy, meaning it is far more unsafe to do in neutral unlike Hits 1 and 2. It also doesn't tend to send into tumble at 0% even with Hits 1-2, making use at this percentage questionable<ref>https://docs.google.com/spreadsheets/d/1ECVwWUyLkffp2BlOJ5VBNhJGCY83BMRMIs3I28hShQo/edit?usp=sharing</ref>. However, [[Rage]] mitigates this issue quite easily. | ||
==Hitboxes== | ==Hitboxes== |