SSBU Icon.png

King K. Rool (SSBU)/Up throw

King K. Rool up throw hurtbox visualization
KingKRoolUpThrowSSBU.gif

Overview

King K. Rool's up throw is an attack reminiscent of an Argentine backbreaker. One of the most damaging throws in the game - dealing 16% at base and 20.1% in 1v1 fresh - this move is frequently used for building damage. With just a few up throws the opponent can very quickly find themselves at a KO percentage.

Up throw is often used once forward throw to dash attack has been exhausted (which is one use), as there are no more throw combos past that percentage until down throw starts working. At 0%, the hit advantage is just -1[1] with tumble active, meaning K. Rool can take the opportunity to get reads and mindgames in. This is usually done with up tilt to cover jumps, or other grounded options to cover airdodge lag, usually a pivot grab. These interactions can lead to extremely high damage output.

Up throw also has respectable KO potential with platform assistance at higher percentages[2]. While niche by stage limits, the top platforms of Yoshi's Story and Battlefield allow a fresh up throw to be a threat. Outside of this though, up throw does not KO until very high percentages (~180%), long after a down throw into a true followup begins working.

Up throw on a high platform can be used to set up for Propellerpack for a sneaky KO, but this often requires a jump read to be of use. Given that Propellerpack deals no hitlag, it requires solid DI from the opponent to escape once caught. Good swerving of Propellerpack is also necessary for it to work.

Up throw does have its flaws, though. Its KO potential is limited to niche situations - and sometimes by stage - which makes it strictly for damage. It also has no combo potential due to the limited hit advantage at 0% and iffy launch distance thereafter. While these flaws are minor due to the potential for mixups and the sheer damage, they should be considered during use.

Update History

  3.0.0

  •   Up throw is no longer affected by windboxes for the duration of the move.

Throw Data

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw
Throw 0 16%   Forward 85 40 0 0.0×       None
Throw Release
Throw 0 3%   Forward 40 100 0 0.0×       None

Timing

Throw Release 48
Interruptible 85
Animation length 95
Throw Release                                                                                                                                                                                              
Throw Invincibility                                                                                                                                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Vulnerable
 
Invincible
  
Throw point
 
Interruptible