Blunderbuss: Difference between revisions

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==Overview==
==Overview==
[[File:Fake Shot Vacuum Cancel.gif|thumb|250px|King K. Rool cancelling Fake Shot into Vacuum.]]
[[File:Fake Shot Vacuum Cancel.gif|thumb|250px|King K. Rool cancelling Fake Shot into Vacuum.]]
When the special button is pressed, K. Rool pulls out a {{s|wikipedia|blunderbuss}} and shoots a {{s|mariowiki|Kannonball}} forward, donning the pirate hat he used in ''Donkey Kong Country 2: Diddy's Kong Quest''. The projectile is slow, travels straight for 3/4 the length of {{SSBU|Final Destination}}, gradually slowing down as it travels, and deals 13%, with relatively strong knockback, being able to KO around 130-150%. After around 2 seconds, the Kannonball will disappear. K. Rool cannot fire another Kannonball if the one he previously shot is still in play, instead firing smoke, commonly referred to as a "Fake Shot". It serves no practical purpose aside from playing [[Mindgame|mindgames]], for example tricking the opponent into thinking it is safe to get up from the ledge. It can then be cancelled into Vacuum after frame 25 while the smoke remains; this is referred to as a "Fake Shot Vacuum Cancel" by the K. Rool playerbase.
When the special button is pressed, K. Rool pulls out a {{iw|wikipedia|blunderbuss}} and shoots a {{iw|mariowiki|Kannonball}} forward, donning the pirate hat he used in ''Donkey Kong Country 2: Diddy's Kong Quest''. The projectile is slow, travels straight for 3/4 the length of {{SSBU|Final Destination}}, gradually slowing down as it travels, and deals 13%, with relatively strong knockback, being able to KO around 130-150%. After around 2 seconds, the Kannonball will disappear. K. Rool cannot fire another Kannonball if the one he previously shot is still in play, instead firing smoke, commonly referred to as a "Fake Shot". It serves no practical purpose aside from playing [[Mindgame|mindgames]], for example tricking the opponent into thinking it is safe to get up from the ledge. It can then be cancelled into Vacuum after frame 25 while the smoke remains; this is referred to as a "Fake Shot Vacuum Cancel" by the K. Rool playerbase.


If the special button is held until Frame 25 while the Kannonball is in play, the Blunderbuss will automatically begin suck in air in front of K. Rool, creating a vortex which acts as a command grab known officially as "Suck Up" but colloquially as "Vacuum". This takes an additional 6 frames, making it Frame 31. Vacuum can be executed separately from the Kannonball fire so long as it's in play. The Blunderbuss will continue to suck as long as the special button is held, for a maximum of 2.5 seconds, allowing for [[edgeguard]]ing. K. Rool can drop through platforms at any point while using Blunderbuss — from as soon as frame 1 — and players can influence the direction K. Rool drops in with the control stick if Vacuum is used in this state. If the player's own Kannonball or an opponent comes near the vacuum, the Blunderbuss will inhale and spit it out in one of three pre-set directions chosen by the player. Blunderbuss will usually prioritize a player rather than the Kannonball. While an opponent or Kannonball is being sucked in, K. Rool can still fall through platforms, enabling more unique reshoots. This also allows K. Rool to carry Kannonballs around, maintaining their hitbox. If a Kannonball is reflected, it can still be sucked in as well, returning ownership to K. Rool. However, other player's Kannonballs or projectiles cannot be reshot, so it isn't necessarily a reflector. Reflected and reshot Kannonballs do not maintain or increase their damage, being "reset" instead.
If the special button is held until Frame 25 while the Kannonball is in play, the Blunderbuss will automatically begin suck in air in front of K. Rool, creating a vortex which acts as a command grab known officially as "Suck Up" but colloquially as "Vacuum". This takes an additional 6 frames, making it Frame 31. Vacuum can be executed separately from the Kannonball fire so long as it's in play. The Blunderbuss will continue to suck as long as the special button is held, for a maximum of 2.5 seconds, allowing for [[edgeguard]]ing. K. Rool can drop through platforms at any point while using Blunderbuss — from as soon as frame 1 — and players can influence the direction K. Rool drops in with the control stick if Vacuum is used in this state. If the player's own Kannonball or an opponent comes near the vacuum, the Blunderbuss will inhale and spit it out in one of three pre-set directions chosen by the player. Blunderbuss will usually prioritize a player rather than the Kannonball. While an opponent or Kannonball is being sucked in, K. Rool can still fall through platforms, enabling more unique reshoots. This also allows K. Rool to carry Kannonballs around, maintaining their hitbox. If a Kannonball is reflected, it can still be sucked in as well, returning ownership to K. Rool. However, other player's Kannonballs or projectiles cannot be reshot, so it isn't necessarily a reflector. Reflected and reshot Kannonballs do not maintain or increase their damage, being "reset" instead.
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===Reshooting===
===Reshooting===
[[File:KingKRoolNSpecialSearchSSBU.gif|thumb|left|200px|Vacuum's searchbox for Kannonballs introduced in 6.0.0. Once it is completely stretched out, it remains as such until Vacuum is put away.]]
[[File:KingKRoolNSpecialSearchSSBU.gif|thumb|left|200px|Vacuum's searchbox for Kannonballs introduced in 6.0.0. Once it is completely stretched out, it remains as such until Vacuum is put away.]]
If a Kannonball or player is sucked into the Blunderbuss, K. Rool can pick one of three directions to shoot them out — diagonally forward, directly up, or diagonally backwards — from Frames 16-21; the input window technically allows for delayed shots. Blunderbuss's throws are known as "Reshoots" by the K. Rool playerbase. If a foe is thrown by the Blunderbuss, they have full-body [[intangibility]] until [[hitstun]] is over, eliminating all follow-up potential unless the opponent lacks a frame 1 escape option.  
If a Kannonball or player is sucked into the Blunderbuss, K. Rool can pick one of three directions to shoot them out — diagonally forward, directly up, or diagonally backwards — from Frames 16-21; the input window technically allows for delayed shots. Blunderbuss's throws are known as "Reshoots" by the K. Rool playerbase. If a foe is thrown by the Blunderbuss, they have full-body [[intangibility]] until [[hitstun]] is over, eliminating all follow-up potential unless the opponent lacks a frame 1 escape option.


If a Kannonball is sucked in, it will be reshot; this cannot be cancelled. When this occurs, its damage increases to 17% with noticeably higher [[knockback]]. It is considered a new projectile by the game, known as "spitball" rather than "ironball", meaning that no matter how much a Kannonball is reflected, it will return to the default damage upon being reshot. Once shot out, however, reflectors can increase the damage of the reshot Kannonball as usual, although reshooting it again will return it back to normal. Reshot Kannonballs will remain until they reach the [[blast zone]], during which Vacuum remains accessible. Thus, deliberately reshooting Kannonballs to keep Vacuum available is a legitimate strategy. It's possible to hit foes into reshot Kannonballs using moves like {{mvsub|King K. Rool|SSBU|dash attack}}, {{mvsub|King K. Rool|SSBU|forward aerial}}, and {{mvsub|King K. Rool|SSBU|forward tilt}}, though it's punishable if telegraphed. Reshot Kannonballs are also plus on [[shield]] up-close, allowing K. Rool to easily score a [[grab]].
If a Kannonball is sucked in, it will be reshot; this cannot be cancelled. When this occurs, its damage increases to 17% with noticeably higher [[knockback]]. It is considered a new projectile by the game, known as "spitball" rather than "ironball", meaning that no matter how much a Kannonball is reflected, it will return to the default damage upon being reshot. Once shot out, however, reflectors can increase the damage of the reshot Kannonball as usual, although reshooting it again will return it back to normal. Reshot Kannonballs will remain until they reach the [[blast zone]], during which Vacuum remains accessible. Thus, deliberately reshooting Kannonballs to keep Vacuum available is a legitimate strategy. It's possible to hit foes into reshot Kannonballs using moves like {{mvsub|King K. Rool|SSBU|dash attack}}, {{mvsub|King K. Rool|SSBU|forward aerial}}, and {{mvsub|King K. Rool|SSBU|forward tilt}}, though it's punishable if telegraphed. Reshot Kannonballs are also plus on [[shield]] up-close, allowing K. Rool to easily score a [[grab]].
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===Blunderbuss Vacuum Delay===
===Blunderbuss Vacuum Delay===
[[File:Blunderbuss_Vacuum_Delay.gif|thumb|250px|King K. Rool executing B-Reversed Blunderbuss, into a Blunderbuss Vacuum Delay.]]
[[File:Blunderbuss_Vacuum_Delay.gif|thumb|250px|King K. Rool executing B-Reversed Blunderbuss, into a Blunderbuss Vacuum Delay.]]
Though holding the B Button will transition Blunderbuss into the Vacuum stance, this isn't actually the only way to do it. By tapping B to trigger Blunderbuss, there are 19 frames (after the shot) where Vacuum can be inputted at any point. This is known as Blunderbuss Vacuum Delay by the playerbase.
Though holding the special button will transition Blunderbuss into the Vacuum stance, this isn't actually the only way to do it. By tapping the special button to trigger Blunderbuss, there are 19 frames (after the shot) where Vacuum can be inputted at any point. This is known as '''Blunderbuss Vacuum Delay''' by the playerbase.


This tech is typically used by King K. Rool players when ledgetrapping, as a mixup. For example, a player seeking to end a ledgetrap situation quickly could try to jump and attack, only to get caught by a delayed Vacuum to reset the recovery situation again. In circumstances where this catches a jumping opponent (for example trying to use a forward aerial after being knocked back only slightly), this can potentially gimp them. It can be used when dropping through platforms in a similar manner, minimizing the potential punish for not using it far away.  
This tech is typically used by King K. Rool players when ledgetrapping, as a mixup. For example, a player seeking to end a ledgetrap situation quickly could try to jump and attack, only to get caught by a delayed Vacuum to reset the recovery situation again. In circumstances where this catches a jumping opponent (for example trying to use a forward aerial after being knocked back only slightly), this can potentially gimp them. It can be used when dropping through platforms in a similar manner, minimizing the potential punish for not using it far away.


Managing Vacuum Delay isn't too difficult, although practice in Training Mode can help a player understand the timing for catching opponents. As a general rule, Vacuum has 6 Frames of startup, meaning it is very possible to catch opponents on reaction. As a result, this tech is extremely practical when one is attempting to zone and keep the opponent out: it doesn't have to be executed with intention, it can also be executed as a defensive measure.  
Managing Vacuum Delay isn't too difficult, although practice in Training Mode can help a player understand the timing for catching opponents. As a general rule, Vacuum has 6 Frames of startup, meaning it is very possible to catch opponents on reaction. As a result, this tech is extremely practical when one is attempting to zone and keep the opponent out: it doesn't have to be executed with intention, it can also be executed as a defensive measure.
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===Blunderbouncing===
===Blunderbouncing===
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The Blunderbuss is a real life weapon that was created in the Netherlands and became prominent throughout the 17th century. It is a firearm with a short, large caliber barrel which is flared at the muzzle and used with shot and other projectiles of equivalent quantity or caliber. The blunderbuss is commonly considered to be an early predecessor of the modern shotgun, with similar military and defensive use. The two handed variant [[King K. Rool]] uses was effective only at short range, lacking accuracy at long distances.
The Blunderbuss is a real life weapon that was created in the Netherlands and became prominent throughout the 17th century. It is a firearm with a short, large caliber barrel which is flared at the muzzle and used with shot and other projectiles of equivalent quantity or caliber. The blunderbuss is commonly considered to be an early predecessor of the modern shotgun, with similar military and defensive use. The two handed variant [[King K. Rool]] uses was effective only at short range, lacking accuracy at long distances.


The attack itself is based on the boss fight against Kaptain K. Rool, King K. Rool's pirate persona, in ''{{s|mariowiki|Donkey Kong Country 2: Diddy's Kong Quest}}''. In the fight, [[Diddy Kong]] and [[Dixie Kong]] have to avoid Kannonballs shot by K. Rool, then grab and throw them into his blunderbuss when he tries to vacuum up the Kongs; if a Kong got close to the blunderbuss as it vacuumed, they would not get sucked inside, but instead K. Rool would strike them with the butt of the gun. Throwing a Kannonball into the blunderbuss as it vacuumed would result in it clogging up and exploding, dealing damage to K. Rool in a comical manner; this also shoots the Kannonball back out at increasing speeds as the fight goes on. Kannonballs also bounce once as they hit the ground, similar to how they did in ''{{s|mariowiki|Donkey Kong Country}}'' during the boss fight against King K. Rool.
The attack itself is based on the boss fight against Kaptain K. Rool, King K. Rool's pirate persona, in ''{{iw|mariowiki|Donkey Kong Country 2: Diddy's Kong Quest}}''. In the fight, [[Diddy Kong]] and [[Dixie Kong]] have to avoid Kannonballs shot by K. Rool, then grab and throw them into his blunderbuss when he tries to vacuum up the Kongs; if a Kong got close to the blunderbuss as it vacuumed, they would not get sucked inside, but instead K. Rool would strike them with the butt of the gun. Throwing a Kannonball into the blunderbuss as it vacuumed would result in it clogging up and exploding, dealing damage to K. Rool in a comical manner; this also shoots the Kannonball back out at increasing speeds as the fight goes on. Kannonballs also bounce once as they hit the ground, similar to how they did in ''{{iw|mariowiki|Donkey Kong Country}}'' during the boss fight against King K. Rool.


Unlike in ''Ultimate'', Kaptain K. Rool's blunderbuss could shoot out Kannonballs with spikes, and at various heights and trajectories, such as bouncing on the ground or spiraling through the air. It could also be used to rocket K. Rool across the stage, with the blunderbuss acting as an exhaust. It could shoot odd mists that would freeze, confuse or slow down Diddy and Dixie Kong on contact. The explosion is also absent, likely due to not wanting the move to inflict damage on the player, especially considering the ease at which a cannonball can be regained.
Unlike in ''Ultimate'', Kaptain K. Rool's blunderbuss could shoot out Kannonballs with spikes, and at various heights and trajectories, such as bouncing on the ground or spiraling through the air. It could also be used to rocket K. Rool across the stage, with the blunderbuss acting as an exhaust. It could shoot odd mists that would freeze, confuse or slow down Diddy and Dixie Kong on contact. The explosion is also absent, likely due to not wanting the move to inflict damage on the player, especially considering the ease at which a cannonball can be regained.
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==Gallery==
==Gallery==
<gallery>
<gallery>
SSBUWebsiteKingKRool2.jpg|King K. Rool using the Blunderbuss's Vacuum feature.  
SSBUWebsiteKingKRool2.jpg|King K. Rool using the Blunderbuss's Vacuum feature.
King K Rool SSBU Skill Preview Neutral Special.png|Blunderbuss as shown by the Move List in ''Ultimate''.
King K Rool SSBU Skill Preview Neutral Special.png|Blunderbuss as shown by the Move List in ''Ultimate''.
</gallery>
</gallery>