King K. Rool (SSBU): Difference between revisions

(Onua is not inactive as a K Rool player. (Used both Byleth and K Rool at recently monthly to get 5th and has decided to stick to the character.))
Line 27: Line 27:
Alongside the utility of his Belly Super Armor, King K. Rool has effective tools for ground offense. His [[neutral attack]] has good range and speed, making it reliable as a quick spacing option. This is especially useful out of a [[foxtrot]], as it is incredibly quick and is in fact faster than his normal dash speed (effectively replacing his dash in most circumstances). His tilts are very effective: his [[forward tilt]] has good range and kill power, and uses belly armor. This makes it one of the best pivot cancel options in the game. [[Up tilt]] comes out very quickly, has decent knockback especially at the beginning, and has enough range to hit platforms above K. Rool. This can also be used to anti-air or prevent approaches from characters such as {{SSBU|Lucina}} and {{SSBU|Marth}}. It is also the most reliable move out of [[down throw]], becoming a true combo from around 90% and killing at around 130% on most characters. [[Down tilt]] can [[bury]] opponents or KO airborne ones, making it a potent punishment option. It also works at the ledge as a 2-frame and can send the opponent into a [[Blunderbuss]] Kannonball.  
Alongside the utility of his Belly Super Armor, King K. Rool has effective tools for ground offense. His [[neutral attack]] has good range and speed, making it reliable as a quick spacing option. This is especially useful out of a [[foxtrot]], as it is incredibly quick and is in fact faster than his normal dash speed (effectively replacing his dash in most circumstances). His tilts are very effective: his [[forward tilt]] has good range and kill power, and uses belly armor. This makes it one of the best pivot cancel options in the game. [[Up tilt]] comes out very quickly, has decent knockback especially at the beginning, and has enough range to hit platforms above K. Rool. This can also be used to anti-air or prevent approaches from characters such as {{SSBU|Lucina}} and {{SSBU|Marth}}. It is also the most reliable move out of [[down throw]], becoming a true combo from around 90% and killing at around 130% on most characters. [[Down tilt]] can [[bury]] opponents or KO airborne ones, making it a potent punishment option. It also works at the ledge as a 2-frame and can send the opponent into a [[Blunderbuss]] Kannonball.  


All of his [[smash attacks]] are incredibly powerful, and coupled with their unique traits and the belly armor on his up and down smashes, allow for very effective punishment. Forward smash deals heavy knockback on the glove sweetspot, especially if angled upwards. It also confirms out of down tilt at 70%, usually killing the opponent. [[Up smash]] functions as a quick anti-air, has a small spike hitbox and a third hitbox that punishes ground foes. However, only the first is really useful as the other two are extremely weak and slow. It also uses belly armor; while this grants it safety, it also means that if his belly armor breaks, K. Rool will be sent catapulting off-stage due to how it raises him off the ground. Down smash deals massive shield damage and lifts K. Rool's entire body off the stage, allowing it to dodge most ground-hugging moves and makes it his best hard punish option. Overall, his smash attacks are all formidable for hard punishes.  
All of his [[smash attacks]] are incredibly powerful, and coupled with their unique traits and the belly armor on his up and down smashes, allow for very effective punishment. Forward smash deals heavy knockback on the glove sweetspot, especially if angled upwards. It also confirms out of a down tilt bury at 70%, usually killing the opponent. [[Up smash]] functions as a quick anti-air, has a small spike hitbox and a third hitbox that punishes ground foes. However, only the first is really useful as the other two are extremely weak and slow. It also uses belly armor; while this grants it safety, it also means that if his belly armor breaks, K. Rool will be sent catapulting off-stage due to how it raises him off the ground. Down smash deals massive shield damage and lifts K. Rool's entire body off the stage, allowing it to dodge most ground-hugging moves and makes it his best hard punish option. Overall, his smash attacks are all formidable for hard punishes.  


His aerials are also fairly unique in their utility. Neutral aerial grants the longest duration of belly armor in K. Rool's moveset, making it a reliable combo-breaker or landing tool to prevent juggling. Neutral and forward aerials also act as [[sex kick]]s, making them effective for edgeguarding in a variety of situations. Up aerial has good start-up and decent kill power while also working as niche platform movement out of short hop. This is most effective when platforms are low, such as on {{SSBU|Battlefield}}; it can also be used as a situational third jump while recovering, stalling K. Rool in the air while allowing it to potentially cancel out projectiles thrown at him. Down aerial and [[back aerial]] are [[meteor smash]]es, with the former coming out relatively fast, while the latter is very slow, but is also one of the strongest meteor smashes in the game. His up and down aerials utilize belly armor, but their utility is situational due to their hitboxes being separated from K. Rool's belly. King K. Rool's neutral, forward and back aerials are also safe on shield, which is unusual for a super-heavyweight character.
His aerials are also fairly unique in their utility. Neutral aerial grants the longest duration of belly armor in K. Rool's moveset, making it a reliable combo-breaker or landing tool to prevent juggling. Neutral and forward aerials also act as [[sex kick]]s, making them effective for edgeguarding in a variety of situations. Up aerial has good start-up and decent kill power while also working as niche platform movement out of short hop. This is most effective when platforms are low, such as on {{SSBU|Battlefield}}; it can also be used as a situational third jump while recovering, stalling K. Rool in the air while allowing it to potentially cancel out projectiles thrown at him. Down aerial and [[back aerial]] are [[meteor smash]]es, with the former coming out relatively fast, while the latter is very slow, but is also one of the strongest meteor smashes in the game. His up and down aerials utilize belly armor, but their utility is situational due to their hitboxes being separated from K. Rool's belly. King K. Rool's neutral, forward and back aerials are also safe on shield, which is unusual for a super-heavyweight character.
Anonymous user