SSBU Icon.png

Crownerang: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (Text replacement - "spotdodge" to "spot dodge")
(→‎Forward Crown Slide: added an old video where a bufferable technique was shown off)
Tag: Mobile edit
 
(38 intermediate revisions by 25 users not shown)
Line 2: Line 2:
{{Infobox Special Move
{{Infobox Special Move
|name = Crownerang
|name = Crownerang
|image = [[File:KingKRoolAndPeach.jpg|300px]]
|image = [[File:King K Rool Side B SSBU.gif|300px]]
|caption = King K. Rool using Crownerang in ''Ultimate''.
|caption = King K. Rool using Crownerang in ''Ultimate''.
|universe = {{uv|Donkey Kong}}
|universe = {{uv|Donkey Kong}}
|user = [[King K. Rool]]
|user = [[King K. Rool]]
|interwiki = mariowiki
|interwikiname = Super Mario Wiki
|interwikipage = Crownerang
}}
}}
{{cquote|''Throws his crown like it's a boomerang. Can't be thrown again until it is picked up.''|cite=Description from ''Ultimate''{{'}}s Move List}}


'''Crownerang''' ({{ja|クラウンスロー|Kuraun Surō}}, ''Crown Throw'') is [[King K. Rool]]'s [[side special move]].
'''Crownerang''' ({{ja|クラウンスロー|Kuraun Surō}}, ''Crown Throw'') is [[King K. Rool]]'s [[side special move]].


==Overview==
==Overview==
K. Rool takes his crown off of his head and flings it forward as a [[projectile]]. True to its name, the crown acts like a boomerang. During the throw, K. Rool is granted [[armor]] to moves dealing less than 10%, which is distinct from his character-specific [[Belly Super Armor]] and should not be confused with it. While the crown is in play, King K. Rool will not be able to use the move again until he retrieves it.
K. Rool takes his crown off his head and tosses it forward as a [[projectile]]. True to its name, the crown acts like a boomerang. While the crown is in play, King K. Rool will not be able to use the move again until he retrieves it.


The Crown has very, very high priority while being thrown by K. Rool, with it having the first hit negated at worst when colliding with a projectile (except moves with transcendent priority, such as Wolf's [[Blaster]]). As a result, the move can be used as a form of projectile defense rather than just as a zoning tool. Nothing will stop the Crown from moving in its general direction unless it is [[reflected]], thus making it a very consistent and reliable attack when used correctly.
During the throw, K. Rool is granted damage-based [[armor]] to moves dealing less than 12% on frames 6-63, which is distinct from his character-specific [[Belly Super Armor]] and is not be confused with it. This armor is cumulative, with the following equation determining if the armor is broken if multiple hits are involved: '''(Base Damage of prior hits) * 1.2 + (Base Damage of the last hit) > 12%'''. This means that attacks like [[Explosive Flame]], despite not having the damage to break the limit with individual hits, can still break the armor if all of them connect, as they deal 14.5% in the eyes of the equation. However, due to floating point errors, attacks like [[Arm Rotor]] can still break the armor unexpectedly.


If K. Rool doesn't retrieve the crown and it hits the floor, it can be picked up as an [[item]] if K. Rool fails to pick it up quickly. As a result, it can also be [[pocket]]ed, pulled in by [[Gravitational Pull]] or abused by other item-related moves. Should this happen, K. Rool will be unable to use the attack again until he regains his crown. Or in the case of it being [[pocket]]ed, the opponent losing the stock. The Crown deals 9% to King K. Rool when smash thrown at an opponent as an item, and deals a decent amount of knockback. However, it does not have the same priority as being thrown by K. Rool anymore, instead being cancelled out even by the [[Blunderbuss]] Kannonballs.  
When active, the crown acts as a kind of entity spawning [[hitbox]]es rather than a simple [[projectile]]. Nothing will stop the crown's trajectory outside of reflection; thus, the first hit is negated at worst when colliding with a projectile. This gives it the illusion of having high priority, though the damage it deals still means that a strong projectile is required to actually negate a hit. Thus, due to its "entity" status, even when a hitbox is negated, the crown will still spawn the remaining hitboxes regardless of what happened prior. Naturally, moves with transcendent priority ignore it, such as Wolf's [[Blaster (Wolf)|Blaster]]. This nature makes Crownerang serve many purposes, such as stage control, setting up traps, [[juggling]], and [[punish]]ing camping. Each of these purposes are pivotal to K. Rool's success, ensuring that he can prevent evasive movement, particularly circle camping. Once Crownerang is out, high-level players typically think of it as an "option select" situation: a player will normally have a multitude of opportunities presented by Crownerang's interactions with King K. Rool. He has a surfeit of advanced techniques, the returning crown starts numerous combos, and the trajectory can be used to "box" players in alongside K. Rool's attacks. These all involve a plethora of strong options that can be adapted to on the fly, based on how the opposing player reacts to Crownerang's startup initially.  


When a player has the crown, generally it is seen as one of the worst (albeit preventable) things that can happen to a King K. Rool player. He has very few counterplay options to the Crown as the move is his main form of defense against projectiles in the first place. [[Gut Check]] reflecting the crown is usually his only option. However, he can also [[dash attack]] through while also executing a Crown Cancel, shield, or jump out of the way and attempt a punish. However, all of these have a heavy commitment behind them, unlike the opponent throwing it. In many matchups this can not only generate more projectile pressure than usual but also lock K. Rool out of a lot of his options. This is not only due to being a whole special move down, but also because the crown itself locks down K. Rool extremely hard.  
Crownerang requires good precision to not be punishable. If used from close range, the 26 frame startup — while there's the aforementioned armor from Frame 8 all the way to Frame 63 — makes it very punishable. Players that are close enough can simply [[jump]] over or [[shield]] the crown and punish misuse, often taking K. Rool out of the projectile's catch range and causing it to become an item. It's not difficult to jump over, [[grab]] him, and abuse [[throw]] [[invincibility]] to force the crown back onto his head either, neutralizing the threat completely. As a result, a King K. Rool player should always be using the move from mid- to long-range depending on the matchup to ensure they aren't punished. {{mvsub|King K. Rool|SSBU|Neutral attack}} is a good way to punish jump-in attempts, keeping them in place to allow the returning crown to hit and perform a combo.  


If the crown is thrown by another player, it will act as a normal item, constantly respawning whenever it crosses a [[blast zone]] or disappears over time, although it is usually close to K. Rool, often in a way he won't need to put in much effort to find it. If K. Rool touches the crown in general, he will perform a short, 17 frame uninterruptible animation of him placing it back on his head (unless he is performing another uninterruptible animation, such as another attack, [[reeling]], jumpsquat, shielding). However, there are roughly 30 frames prior to this that K. Rool can pick it up with no lag. Due to these prior factors, K. Rool is unable to pick up his own crown like a normal throwing item, as any contact will result in the crown being put back on his head; he can pick up a crown from another K. Rool as a throwing item, however.
The returning hit from Crownerang allows for "pincer" attacks alongside K. Rool himself. By the time it starts returning, K. Rool is actionable, meaning that any stray hit is pure frame advantage. {{mvsub|King K. Rool|SSBU|Forward throw}}, {{mvsub|King K. Rool|SSBU|forward aerial}}, [[Blunderbuss]] Kannonballs, and more can also combo into the returning hit for high damage combos. Additionally, {{mvsub|King K. Rool|SSBU|neutral attack}} can notably "lock" the opponent in place, allowing for the crown to return, connect, and finally allow for an {{mvsub|King K. Rool|SSBU|up aerial}} kill confirm or other combos. When used on the ledge alongside the damage-based armor, the returning hit is also notorious for allowing a free [[meteor smash]] with {{mvsub|King K. Rool|SSBU|back aerial}}. All things considered, Crownerang is a staple in King K. Rool's setup game.  


Crownerang also requires good precision to not be punishable. If used from close range, the 26 frame startup - while there's the aforementioned armor from Frame 6 all the way to Frame 63 - it isn't infallible. Players can simply jump over or shield the crown and punish it for misuse, often taking K. Rool out of the projectile range and causing it to become an item. It's not difficult to jump over, grab him, and abuse throw invincibility to force the Crown back onto his head either, neutralizing the threat completely. As a result, a King K. Rool player should always be using the move from mid to long range depending on the matchup to ensure they aren't punished.  
===As an [[item]]===
If K. Rool doesn't retrieve the crown and it hits the floor, it can be picked up as an [[item]] if K. Rool fails to pick it up quickly. As a result, it can also be [[pocket]]ed, pulled in by [[Gravitational Pull]], or abused by other item-related moves. Should this happen, K. Rool will be unable to use the attack again until he regains his crown, or in the case of it being [[pocket]]ed, the opponent losing the stock or pulling out the crown.  If K. Rool touches the crown in general, he will perform a short, 17 frame uninterruptible animation of him placing it back on his head (unless he is performing another uninterruptible animation, such as another attack, [[reeling]], jumpsquat, shielding; this is referred to as a crown cancel). However, there are roughly 30 frames prior to this that K. Rool can pick it up with no lag. Due to these prior factors, K. Rool is unable to pick up his own crown like a normal throwing item, as any contact will result in the crown being put back on his head; he can pick up a crown from another K. Rool as a throwing item, however. If the crown is thrown by another player, it will act as a normal item, constantly respawning whenever it crosses a [[blast zone]] or disappears over time, although it is usually close to K. Rool, often in a way he won't need to put in much effort to find it.


Once Crownerang is out, high level players typically think of it as an "option select" situation: generally a player will have a multitude of opportunities presented by Crownerang's interactions with King K. Rool. He has a multitude of advanced techniques, and sometimes jumping over the crown and attacking a player attempting to punish is seen as a good option. There's also Crown Cancelling through attacks such as [[forward tilt]] or [[forward aerial]] in a way that increases his overall defense while retrieving the crown. Awaiting a returning crown hit and capitalizing on it is also one of the best options K. Rool has available, especially in tandem with the advanced techniques he has. [https://www.ssbwiki.com/Forward_throw Forward throw] can also [https://www.youtube.com/watch?v=EW3gzUcfLww combo] into the returning hit for high damage combos. Option awareness is one of the most important aspects of the crown, and should be taken into consideration when playing the character.
When an opposing player picks up the crown, it's a less-than-ideal—albeit very preventable—situation for the K. Rool player. The crown deals around 9% to King K. Rool and has the same knockback statistics as the special move. However, it does not have the same priority as being thrown by K. Rool anymore, instead being cancelled out by even [[Blunderbuss]]'s Kannonballs. Because item throws are generally quite quick and difficult to react to and the crown itself is so strong, it can lead to the opposing player getting strong combos against him. However, there is a myriad of counterplay options available to the K. Rool player that can make retrieving it workable. His {{mvsub|King K. Rool|SSBU|neutral aerial}} is the most enticing with a [[short hop fast fall]], acting as non-committal [[armor]] that can force a crown cancel. While more committal, {{mvsub|King K. Rool|SSBU|dash attack}} can also function in the same way. [[Shield]]ing or [[jump]]ing are also serviceable options for playing around the throws.  
 
==Instructional quote==
{{InstructionalQuotes
|ssbuchar=King K. Rool
|ssbudesc=Throws his crown like it's a boomerang. Can't be thrown again until it is picked up.
}}


==Techniques==
==Techniques==
King K. Rool's Crownerang, while simple in execution, holds numerous advanced techniques. These tend to make use of the Crown Pickup animation from execution (with a FAF of 18, which at 0% from a Returning Crown Hit results in +8 hit advantage), which is not to be confused with the animation from the item pickup (with a FAF of 28). These techniques all have unique uses and execution, although they vary in viability. Players looking to make use of K. Rool's technical side tend to lean towards Crown Sliding and Crown Bouncing for their versatility in [[neutral]].  
[[File:Crown_Landing_Crown_Pickup.gif|thumb|360px|King K. Rool jumping into a returning Crown, enabling him to perform Crown Pickup Crown Landing.]]
King K. Rool's Crownerang, while simple in execution, holds numerous [[Advanced_technique#King_K._Rool|advanced techniques]]. These tend to make use of the Crown Pickup animation from execution (with a [[FAF]] of 18, which at 0% from a Returning Crown Hit results in +8 hit advantage), which is not to be confused with the animation from the item pickup (with a FAF of 28). These techniques all have unique uses and execution, although they vary in viability. Crownerang's advanced techniques are a mainstay in King K. Rool's [[metagame]] for their strong reward if executed in the right situation, such as [[KO]] confirms, combos and massive shifts in game state. However, if executed poorly, they often have severe consequences due to the [[lag]] on Crownerang and the animations being abused.  


====Crown Cancelling====
Players looking to make use of K. Rool's technical side tend to lean towards Crown Sliding and Crown Bouncing for their utility in [[neutral]]. Many of these techniques abuse the fact that picking up the Crown, regardless of animation type, is considered a special move by the game. As such, techniques such as [[Crown bouncing]] can be considered forced [[b-reverse]]s and [[wavebounce]]s, though they have unique caveats that make them distinct, such as the ability to be reversed twice.  
[[File:CrownSquat.gif|thumb|right|300px|King K. Rool executing a Crown Squat to perform a neutral aerial. The cancel occurred during the 2nd frame of jumpsquat.]]
{{clr}}
 
If an uninterruptible animation such as an attack or knockback is in effect while the crown is coming back, K. Rool's head will flash green as the crown appears on his head. This completely skips the 17 frame crown pickup animation, leaving K. Rool less open for [[punishment]]. This is referred to as Crown Cancelling by the K. Rool playerbase, and there are many ways to exploit this.  


For example, by using Crownerang to force shield on the opponent, K. Rool can run in with a [[dash grab]] to not only Crown Cancel, but also get a grab off of it. This is extremely potent for making the opponent not shield, and force [[approach]]es later in the game. A successful grab can potentially close out a stock if the opponent is at a high [[percentage]] thanks to [[down throw]]'s kill confirms, so this is useful to keep in mind when trying to break the opponent down.  
===Crown canceling===
[[File:CrownSquat.gif|thumb|300px|King K. Rool executing a jumpsquat Crown cancel — sometimes called Crown squatting — to perform a neutral aerial. The cancel occurred during the 2nd frame of jumpsquat.]]
If an "uninterruptible animation" such as an attack is active while K. Rool collides with [[Crownerang]], his head will flash green as the crown appears on his head. If done frame perfectly, there is no flash. This completely skips the crown pickup animations, leaving K. Rool less open for [[punishment]]. Given the broad execution requirement, it is a very common occurrence during play.  


Using [[up tilt]] or [[forward tilt]] with the tech is also very useful for punishing a reckless approach, as a lot of opponents tend to try and jump in when Crownerang is being used. Both of these also have a chance of sending an opponent into a returning Crown while also initiating a Crown Cancel, which can lead to a very long combo. Forward aerial is also considered to be one of the safest offensive Crown Cancels, as it is often enough to gain advantage and stage control just by landing it.
Most K. Rool players will attempt to attack or use shield when Crownerang is returning towards them, thus enabling the Crown cancel. The most notable application is when using {{mvsub|King K. Rool|SSBU|neutral attack}}, as this will initiate a Crown cancel while locking the opponent in place for the returning hit. Crown canceling allows Crownerang's return to be mostly non-committal in a vacuum, though the commitment on K. Rool's moves makes this point questionable. However, having a hitbox or form of protection in use enables far more follow-up potential, as K. Rool is avoiding the 17 frames of lag on Crown Catch, or 27 frames of lag from picking it up as an item. If at a disadvantage, such as being [[juggle]]d, K. Rool players will often land with {{mvsub|King K. Rool|SSBU|neutral aerial}} after using Crownerang thanks to its low [[landing lag]], often initiating a Crown cancel.


Shielding is often considered to be one of the better options if Crownerang is misused, as it usually makes an opponent such as {{SSBU|Lucina}} attempt to engage with a [[forward aerial]] and press advantage. This can allow for a very heavy punish from K. Rool. Staying in shield while waiting for it to come back is not recommended, however. The fact spotdodging can Crown Cancel makes this a great defensive measure against [[tomahawk]]ing opponents as well, especially considering how King K. Rool's spot dodge is the same as the likes of {{SSBU|Bowser}} and {{SSBU|Ridley}}'s<ref>https://docs.google.com/spreadsheets/d/1PHwHne1whyqynz-yaHUOvZHZqyMwuLHD7v_K5jJhjZ8/edit#gid=0</ref>. As a result a potential punish can turn into a Down Tilt hard punish on characters with worse grabs (most notably {{SSBU|Palutena}}), and likely a KO. Even if this doesn't work, King K. Rool's [[dash attack]] works on almost every character in the game if he spot dodges correctly.  
King K. Rool can use [[jumpsquat]] to crown cancel, which is often called Crown squatting. While precise in execution, this allows K. Rool to avoid the pickup lag and ensures he isn't taking unnecessary measures to prevent it. Thus, this can aid significantly in his [[neutral game]] and advantage states. The precise nature often leaves him at a horrible disadvantage should it fail, though. Using jumpsquat to Crown cancel can allow K. Rool to chain Crownerang multiple times, often creating some strong horizontal pressure; however, this is extremely committal and is often only used in the event K. Rool cannot break an opponent's neutral.


There is a sub-category of this tech known as Crown Squatting, discovered by Plague von Karma, which involves the crown landing on K. Rool during his [[jumpsquat]].<ref>https://twitter.com/PlagueVonKarma/status/1088472225806802949?s=19</ref> If done on the first frame, there will be no green flash to indicate a successful Crown Cancel. This aids in confirming [[back aerial]] kill confirms from a returning crown, or generally increases momentum in the match by saving 17 frames. The most notable application for this is to immediately use Crownerang again, allowing King K. Rool to control the stage in a surprisingly efficient way.<ref>https://twitter.com/PZLRquackattack/status/1088491768356708352</ref>
The main drawback to crown canceling is that most of K. Rool's moves have worse frame data than the crown catch animation. Ergo, in cases where K. Rool is collecting the crown with an attack unnecessarily, he is usually in a worse position than if he simply picked it up. Thus, in many situations, using the tech that comes with the crown catch animation is arguably more optimal than committing to attacks to initial crown cancels. However, there are exceptions, such as jumpsquat, releasing shield in a vacuum, and the endlag of [[Blunderbuss]], all of which have strong uses with crown canceling. Plus, having a hitbox out through an attack is situationally more beneficial, protecting K. Rool whilst collecting the crown; this can be most notably seen with long-lasting hitboxes like [[neutral aerial]]. In these situations, the lag is comparable to that of the crown catch.


List of moves that can initiate Crown Cancel;
====List of actions that can initiate a Crown cancel====
* All attacks ''apart'' from Crownerang's "No Crown" Animation.
* All attacks ''apart'' from Crownerang's "No Crown" Animation.
* Grab attempts
* [[Grab]]
* Pummeling and/or throwing the opponent
* [[Pummel]]ling
* Knockback animations such as [[Tumble]] and [[Reeling]]
* All [[throw]]s
* Holding [[shield]]
* Knockback animations, such as [[Tumble]] and [[Reeling]]
* [[Initial dash]], but not running itself
* Using [[shield]] in any way
**It should be noted that 1 frame of shield, including dropping it, has less cooldown than both crown catching animations.
* [[Roll]]ing
* [[Roll]]ing
* [[Spotdodging]]
* [[Spotdodging]]
* [[Airdodging]]
* [[Airdodging]], including airdodge landing lag.
* Any ledge option (attack, neutral getup, ledgejump)
* Any ledge option (attack, neutral getup, ledgejump)
* [[Teetering]] on the ledge
* [[Teetering]] on the ledge
* [[Jumpsquat]] (Crown Squatting)
* [[Jumpsquat]] (sometimes called Crown Squatting)
* [[Dazed]] animation
* [[Dazed]] animation
* [[Footstool]]ing an opponent<ref>https://youtu.be/GkWjNiVRlaM</ref>
* [[Footstool]]ing an opponent<ref>https://youtu.be/GkWjNiVRlaM</ref>
* Being footstooled himself
* Being footstooled himself
Hard and soft [[landing lag]] does ''not'' initiate a Crown Cancel, although a move's landing lag ''will''.
Hard and soft [[landing lag]] do ''not'' initiate a Crown Cancel, although a move's landing lag ''will''.
{{clr}}
{{clr}}


====Crown Sliding====
===Crown sliding===
[[File:CrownSlideDownSmash.gif|thumb|right|360px|King K. Rool executing a Crown Slide to perform a Down Smash. This works primarily as a mixup, given the hit advantage isn't enough for it to combo.]]
[[File:CrownSlideDownSmash.gif|thumb|300px|King K. Rool executing a Regular Crown Slide to perform a Down Smash with the returning crown. This is a frame trap.]]
[https://www.youtube.com/watch?v=lI9HZ9I0IO4 Crown Sliding] was found by ChaosBlasta<ref>https://www.youtube.com/watch?v=iTk-MyKTXKA</ref> and popularized by Phantom Phoenix.<ref>https://www.youtube.com/watch?v=x8n-UOeLZRM</ref> If the player does an initial dash (including [[foxtrot]] or [[dash dance]]) into the crown while the move is active, King K. Rool will "slide" while picking it up.  
If a player executes an [[initial dash]] (including [[foxtrot]] or [[dash dance]]) or a run turnaround into [[Crownerang]] while the move is active, King K. Rool will "slide" while picking it up. Crown sliding has seen significant use in competitive play. {{sm|Onua}} was a particularly prolific user in high-level play prior to dropping the character. The technique has multiple variants that can be executed based on the inputs used by the K. Rool player. The technique was originally discovered by ChaosBlasta early into ''Ultimate'''s lifespan.
 
The main benefits to Crown sliding mainly include its ability to enable combos through the [[jostling]] mechanics during [[hitstun]], allowing ''Smash 4''-style interactions. These allow K. Rool to score easy [[grab]]s and down tilts in particular, giving him access to the majority of his combo game. Another large benefit is collecting the crown without losing much momentum, meaning he doesn't need to move away from his game plan to continue using it later, which is useful resource management. Crown sliding is affected by modifications to K. Rool's [[traction]], such as on ice stages like [[Summit]] and the respective transformation of [[Pokémon Stadium 2]]. In these situations, Crown sliding will make K. Rool travel a significant distance, being able to even attack during the later portion of the slide itself.
 
Crown sliding has various issues, however. The [[lag]] of the crown catch animation means that during the slide, K. Rool is completely vulnerable. While 17 frames of lag is less than a majority of K. Rool's moveset and the generic options ''Ultimate'' provides, being almost always forced to go forward means that K. Rool is often catapulting himself into attacks if it's executed rashly. Thus, Crown sliding isn't a staple form of movement and should not be seen as a replacement for such.  


This is usually used for enabling combos from Crownerang, such as Crown Slide into [[down smash]] at 0% or an early [[up tilt]] at low to mid percentages. This can also go into Up Smash at Mid%s, potentially killing on stages with low ceilings. If a reverse input (usually done with the c-stick for ease of access) is used, it will reverse the slide, allowing for a sweetspotted [[forward smash]] during the combo. It can be charged for a period of time as well, greatly increasing its power. This can also be used for a [[down tilt]] aerial hitbox, [[forward tilt]] and [[up tilt]] on all variants of the slide.  
====Regular Crown Slide====
The regular Crown Slide is executed through executing a [[run]] turnaround when close to the crown. This will have K. Rool go a long distance with his back turned. This makes it useful for getting around the stage while collecting the crown, thanks to its ease of execution. Regular Crown sliding is usually used for enabling combos from Crownerang, such as Crown Slide into [[grab]] at 0% (thereby allowing for forward throw to dash attack) or an early [[up tilt]] at low to mid percentages. Outside of this, however, it is mostly frame traps until around 40%, in which a [[forward aerial]] is viable; this is particularly good after using Crownerang from the [[ledge]], as forward aerial in this situation will lead to a reversal, though simply jumping over the crown and using back aerial instead is better if it can lead to a KO.


It is possible to reverse a Crown Slide through inputting the opposite direction right after doing the normal input. This is known as a Reverse Crown Slide. This is made far easier with the C-Stick, although it is not required. If inputted correctly, King K. Rool will slide back roughly the length of his character backwards. This is a very important mixup option in tandem with [[forward smash]], as it not only brings back K. Rool at a perfect distance, but also helps abuse the disjoint the move has harder than usual. Reverse Crown Slide also enables his [[neutral attack]] as a true combo at 0% for 33.6% in 1v1, while also generating a tech situation. As a result it is very possible to deal an upwards of 50% out of the gate abusing this tech and the situations Jab provides. Forward tilt and forward smash are also possible out of this, but they are generally considered to be suboptimal due to inconsistencies.  
Regular crown sliding, due to having K. Rool's back turned during use, tends to leave him vulnerable if it's being used without a set purpose. With his options limited by being turned around—effectively losing access to his [[Belly Super Armor]]—he lacks much defense when punished with [[combo]]s or even general interception. Thus, regular Crown sliding is usually reserved to enabling combos or movement setups in simplified game states.
{{clr}}


[[Up smash]] is true out of a Reverse Crown Slide on most characters from 20% all the way to around 85%, even regardless of DI with the correct spacing. It also works on lightweight characters from 0%, also hitting with the plank hitbox due to the low knockback in this scenario. It is also a kill confirm on said lightweight characters due to how long it lasts. The combo's consistency and power has lead to the playerbase calling this "Gang-Planking".  
====Forward Crown Slide====
By using the C-Stick in the opposite direction within 2 frames of the control stick input, it's possible for K. Rool to go a boosted distance while also facing forward. However, by buffering the action during a turnaround animation, the technique becomes far easier, allowing for practical usage; this method was popularised by {{Sm|Smithers}}.  


Crown Sliding is also a somewhat useful movement option in niche scenarios, being able to be used as a mixup option for getting around the stage or catching opponents off-guard. The short lag period leaves K. Rool a bit vulnerable however, making its usage debatable when approaching outside of chasing off-stage without a plan in mind. However, Reverse Crown Slide is a great tool in neutral and advantage, as the spacing it provides is perfect for mindgames and reads. As a combo enabler, Crown Sliding is a mainstay in King K. Rool's game plan and should be kept in mind by those looking to get into his technical side.
This functions as a niche approach option akin to a [[wavedash]], though reckless use often leads to a punish. While it has little to no combo utility, its use as an extra boost in movement is more than enough, assisting in pursuing opponents, being less predictable when collecting the Crown, and more. Since the [[FAF]] of a Crown Catch is just 18, it is possible to attack while sliding or cancel momentum with some attacks, giving K. Rool some approaches akin to [[pivot cancel]]s.  
{{clear}}


====Crown Landing====
{{#widget:YouTube|id=c2d2AlhqSD0?si=Qw1w2asaUX2So-UU}}
[[File:CrownLandPickupVariant.gif|thumb|right|360px|King K. Rool executing a Crown Pickup variant of Crown Landing to use Crownerang again. Notice how he snapped to the Idle Animation.]]


A tech discovered by Plague von Karma<ref>https://www.youtube.com/watch?v=SF6IP103t-U</ref><ref>https://www.youtube.com/watch?v=v1KR2l_7-7k</ref>, Crown Landing enables King K. Rool to significantly reduce - or if frame perfectly, completely erase - his landing lag. This is executed in two ways, referred to as the "No Crown" and "Crown Pickup" variants by the playerbase.  
====Reverse Crown Slide====
It is possible to reverse a crown slide through inputting the opposite direction right after doing the normal input. In this scenario, K. Rool will do a quick double-pivot, known as a Reverse Crown Slide. This is made far easier with the [[C-Stick]], although it is not required, and using it can occasionally lead to an accidental Forward Crown Slide. If inputted correctly, King K. Rool will slide back roughly the length of his model backwards. The slide's spacing has shown itself to be useful for micro[[spacing]], [[mindgames]], and reads, with {{sm|Chad}} being a common user. Because K. Rool remains facing forward, this tech has more utility in advantageous game states.  


To execute the No Crown Variant, the player must input Crownerang when the Crown isn't on K. Rool's head 45-35 frames before landing. This will have K. Rool land a few frames before the "No Crown" animation ends (which lasts 36 frames), converting into his landing lag in an unnatural way. If done perfectly, this will leave K. Rool with either 1 frame of landing lag (rather than 6 from the hard landing), or snap him into his idle animation. Thus, it is possible to land and then immediately perform another action.  
Reverse Crown Sliding enables K. Rool's [[King K. Rool (SSBU)/Neutral attack|neutral attack]] as a true combo at 0% for 33.6% in 1v1, while also generating a tech situation. This is more consistent than a regular Crown slide, while keeping the combo moving forward, allowing for more utility in advantage state. Grabs, forward tilt, and forward smash are also possible, but they are generally considered to be suboptimal due to various inconsistencies.  


To execute the Crown Pickup Variant, the player must collect the Crown 35 frames before landing. This will almost always leave the player with 1 or 0 frames of landing lag, being much more generous - albeit situational - than the No Crown Variant. The biggest benefit of this is being able to use Crownerang immediately after landing, enabling a lot of horizontal pressure reminiscent of Crown Squatting. This enables a lot of pressure around Battlefield's platforms, as they provide a very safe way of executing this tech.  
While safer than a regular Crown slide, reverse Crown slide has some issues. It is possible to execute the forward Crown slide if the c-stick and control stick are pressed together, which has K. Rool catapult forward. As such, it's possible to get the opposite of the desired result. If done too late, the double-pivot effect will also worsen in momentum, thereby making the spacing go from minimal to none at all.  
{{clear}}
{{clr}}


====Crown Bouncing====
====Initial Dash Crown Slide====
[[File:Crown_Bounce.gif|thumb|right|360px|King K. Rool executing a Crown Bounce. This is the basic one, simply B-Reversing Crown Pickup in the air.]]
If an initial dash crown cancel is executed too early or too late, K. Rool will execute a slight crown slide instead. This has niche use with [[King K. Rool (SSBU)/Neutral attack|neutral attack]] as an approach, or a mixup with [[King K. Rool (SSBU)/Grab|grab]], but it generally doesn't excel due to how short the slide is. This crown slide is also the only way for K. Rool to go completely backwards; through initial dashing the other way (which also moves the catch searchbox).
Crown Bouncing, discovered by DkDavy,<ref>https://www.youtube.com/watch?v=Lu56fQKvLfw&feature=youtu.be</ref>, is also very notable.<ref>https://youtu.be/XeAHbNzFpbM</ref> It is essentially an aerial dash dance, requiring a reverse input on the control stick when jumping into the crown. It is similar to a [[B reverse]], thus carrying some initial momentum during the "bounce". However, unlike a B reverse, it is possible to reverse the pickup animation twice. This is best used with platforms, but can be used on the ground in the same manner. By trying to Crown Slide again during the input sequence, it can also cause K. Rool to B Reverse the animation, increasing utility significantly through the wavebounce-like effects. In a similar manner to Crown Sliding, it is possible to execute a Reverse Crown Bounce through utilizing the C-Stick. This serves as a mixup to reduce the distance a normal Crown Bounce would send a player, although overall it is far less notable compared to other Crownerang options.  


Crown Bouncing is also used during recovery in circumstances where it is possible, as it adds another bit of horizontal distance that can be great if the requirements are met. This is because there is only 17 frames of lag performing this, which in edgeguard situations is more difficult to intercept than on land. This also allows for buffer options to be performed through the Crown Pickup animation, enabling [[Propellerpack]] to be used at the first possible frame. While opportunities are few and far between, there is no question that Crown Bouncing is an important aspect of recovery when it's possible. Crown Bouncing can also help confirm [[back aerial]] meteor smashes due to the spacing it provides, with it being reasonably consistent from around 40%.  
===Crown bouncing===
[[File:Crown_Bounce.gif|thumb|250px|King K. Rool executing a regular crown bounce.]]
Crown Bouncing is an [[advanced technique]] exclusive to {{SSBU|King K. Rool}}'s [[Crownerang]] attack. It was discovered by DkDavy<ref>https://www.youtube.com/watch?v=Lu56fQKvLfw&feature=youtu.be</ref><ref>https://youtu.be/XeAHbNzFpbM</ref>. While difficult to set up, it's considered to be a powerful movement option for King K. Rool's [[neutral game]]. It occurs due to the Crown Catch and Crown Pickup animations being considered special moves, acting as a forced [[B button]] input for the player in practice. As such, Crown bouncing and its variants are essentially [[b-reverse]]s and [[wavebounce]]s.  


Crown Bouncing can also interact with Crown Pickup Crown Landing in niche circumstances, although the momentum typically makes it difficult to do consistently. It is a very good approach option when a player sets up their situations perfectly, however, as opponents will typically shield and be forced to take a grab. As a result, in situations where it works, this can be a very good play to consider.
====Regular Crown Bounce====
A regular Crown bounce is essentially a forced [[b-reverse]] of the Crown Pickup animations. By directing the control stick in the opposite direction just as K. Rool grabs his crown in the air, he will fly in the opposite direction as if he executed a b-reverse. However, he will go further than if he b-reversed Crownerang itself, as picking up the crown influences his aerial drift. This is best used with platforms for movement, as K. Rool will experience no [[landing lag]] or even no impact landing (NIL). This is because picking up the crown reduces K. Rool's [[air speed]] to the point he doesn't even meet the conditions for soft landing; this technique is known as [[Crown landing]]. As such, by [[buffer]]ing actions out of this as K. Rool hits a platform, he will execute them immediately.  


====Crownless Bounce====
Crown Bouncing is also used during recovery in circumstances where it is possible, as it adds another bit of horizontal distance that can be crucial if K. Rool is launched far off-stage. This is because while there is lag, in edgeguard situations, it is far more difficult to intercept than on land. This also allows for buffer options to be performed through the pickup animation, enabling [[King K. Rool (SSBU)/Up aerial|up aerial]] recovery without [[hitstun]] stopping K. Rool from rising. While opportunities are few and far between, crown bouncing is an important aspect of [[recovery]] when it's possible.  
[[File:CStickMacroCrownBounce1.gif|thumb|left|190px|King K. Rool executing a C-Stick Macro Crownless Bounce, utilizing the Wavebounce variant.]]
[[File:CStickMacroCrownBounce2.gif|thumb|190px|King K. Rool executing a C-Stick Macro Crownless Bounce, utilizing the Pivot Jump variant.]]
This tech makes use of King K. Rool's "No Crown" animation. Through executing a Short or Full Hop at a specific point with Side Special, it's possible to execute different jumps. Crownless Bounces are very, very powerful when combined with Crown Landing. It actually turns them into incredible movement options! The pivot jump can allow for some very useful platform control, as K. Rool will land at the perfect time for his landing lag to cancel on Battlefield's side platforms Due to the utility of this maneuver, it's been dubbed Crownless Bouncing.  


It is also possible to Crown Bounce via C-Stick Macro Specials<ref>https://www.youtube.com/watch?v=3gbZJn8CHMk</ref> while not having the crown at all (thus using the crown pickup animation). This is known as a C-Stick Macro Crownless Bounce. This allows for a wavebounce or pivot jump depending on the inputs; the traditional input causes the pivot jump, while inputting two forward or backward inputs instead of the traditional way causes the wavebounce to occur. While the pivot jump is a movement mixup at best (most notably for [[back aerial]] meteor smashes), the wavebounce is notable for how far it sends K. Rool back. This aids him in zoning, being able to follow up with a wavebounce into [[Blunderbuss]] after throwing the crown out.
====Reverse Crown Bounce====
In a similar manner to [[Crown sliding]], it's possible to execute a reverse crown bounce through utilizing the [[C-Stick]], or a very quick directional input in the opposite direction. This serves as a mixup to reduce the distance a normal Crown Bounce would send a player, as well as ensure K. Rool is facing his opponent. Like the regular crown bounce, this is primarily used for platform movement, but can also be used to space aerials off-stage, most notably [[King K. Rool (SSBU)/Back aerial|back aerial]].
{{clr}}


However, Crownless Bouncing on its own comes with risks. The "No Crown" animation lasts 36 Frames: there is a lot of lag to this when it's executed. Thus, Crown Landing must be executed correctly whenever it is being performed, or there is a very real risk of being punished. While options can be buffered through it, it's not necessarily helpful when an opponent is on the offense. This means that the technique on its own is limited to slower matchups or situations where opponents can't stop him.  
===Crown landing===
[[File:CrownLandPickupVariant.gif|thumb|300px|{{SSBU|King K. Rool}} executing the "Crown Pickup" variant of Crown Landing to use [[Crownerang]] again. Notice how he snapped into his idle animation.]]
'''Crown Landing''' is an [[advanced technique]] in ''[[Super Smash Bros. Ultimate]]'' discovered by Plague von Karma, that allows {{SSBU|King K. Rool}} to significantly reduce—or if performed frame-perfectly, completely erase—his landing lag. This is executed in two ways, referred to as the "No Crown" and "Crown Pickup" variants by the playerbase. Crown landing occurs due King K. Rool's [[air speed]] being slowed when picking up the crown or entering the "No Crown" animation. As a result, he does not meet the requirements for soft [[landing lag]], snapping to the idle animation instead.


Crownless Bouncing allows for great use of [[up tilt]] to anti-air, or control the top platform if the Pivot Jump is used. The wavebounce allows for many funky approach or retreat options, such as the aforementioned Blunderbuss zoning. It can also allow for approaches with [[neutral attack]], instant [[dash attack]] (forward + forward on c-stick), or the previously mentioned up tilt. It can also function as a tomahawk option, allowing for interesting reads and plays.
====Crown Catch Crown Landing====
To execute the "Crown Pickup" variant, the player must collect K. Rool's crown 35 frames before landing for picking it up as an item, but the Crown Catch animation is far more forgiving, cancelling lag as soon as 18 frames. This will almost always leave the player with either little or even no landing lag, being much more generous—albeit situational—than the "No Crown" variant. The biggest benefit of this is that it gives K. Rool his crown back immediately, allowing him to use Crownerang immediately, enabling a lot of horizontal pressure. In particular, this enables a lot of pressure around {{SSBU|Battlefield}}'s platforms, as they provide a very safe way of executing this tech. [[Crown bouncing]] and [[Crown jumping]] are often used alongside this variant to streamline [[platform]] movement. It is possible to Crown land out of short hop, should K. Rool catch the crown as a projectile.  


[[File:Crown_Landing_Crown_Pickup.gif|thumb|right|360px|King K. Rool executing a Crownless Bounce into a returning Crown, thus enabling him to perform a Crown Pickup Crown Landing to erase landing lag.]]
====Crownless / "No Crown" Crown Landing====
The Short Hop variant of Crownless Bouncing has been used along with a thrown Crownerang to quickly collect it, and then proceed to continue moving due to it triggering a Crown Pickup Crown Landing. This almost always triggers 0 landing lag, and the Crown Pickup allows for buffer strategies as well. Thanks to this, K. Rool gets another movement setup that is surprisingly quick and very applicable in certain matchups. This adds a new layer of options out of the attack, such as the aforementioned Jab or Grab. There are also very good shield cross-ups here, especially when used with Pivot Grabs.  
To execute the "No Crown" variant, the player must input King K. Rool's [[side special move]] [[Crownerang]] while the crown is not on K. Rool's head between 35 and 45 frames before landing. This will have K. Rool land a few frames before the "No Crown" animation ends (which lasts 36 frames), converting into his landing lag in an unnatural way. If done perfectly, this will leave K. Rool with either only one single frame of landing lag (rather than six from the hard landing), or snap him into his idle animation. Thus, it is possible to land and then immediately perform another action. However, the lag that occurs here often makes this punishable. Players often [[wavebounce]] when executing the tech to reduce the chance of this occurring, though it's unnecessary.
{{clr}}


===Giant Crown [[Glitch]]===
===Giant Crown [[Glitch]]===
When K. Rool throws his crown, and the crown touches solid ground while he is in an egg from {{SSBU|Yoshi}}'s [[Egg Lay]], the crown will become almost as large as Yoshi himself.<ref>https://twitter.com/alen3822/status/1084196771385958400</ref> The crown will retain its massive size even if an opponent holds and throws it as an item, and it will only revert back to normal size if the K. Rool picks up his own crown. The glitch is functionally similar to previous Egg Lay-related glitches, such as the one which increases the size of {{SSBB|Jigglypuff}} under the effects of the [[regenerating terrain glitch]], and a glitch in ''Smash 4'''s [[Multi-Man Smash]] that caused giant opponents to turn gargantuan if caught by Egg Lay.
When K. Rool throws his crown, and the crown touches solid ground while he is in an egg from {{SSBU|Yoshi}}'s [[Egg Lay]], the crown will become almost as large as Yoshi himself.<ref>https://twitter.com/alen3822/status/1084196771385958400</ref> The crown will retain its massive size even if an opponent holds and throws it as an item, and it will only revert back to normal size if the K. Rool picks up his own crown. The glitch is functionally similar to previous Egg Lay-related glitches, such as the one which increases the size of {{SSBB|Jigglypuff}} under the effects of the [[regenerating terrain glitch]], and a glitch in ''Smash 4'''s [[Multi-Man Smash]] that caused giant opponents to turn gargantuan if caught by Egg Lay.


This glitch was removed in 3.0.0.
This glitch was fixed in 3.0.0.


==Origin==
==Origin==
[[File:Crownerang Origin.png|thumb|left|156px|[[Donkey Kong]] and [[Diddy Kong]] fighting King K. Rool in ''Donkey Kong Country''.]]
[[File:Crownerang Origin.png|thumb|left|156px|[[Donkey Kong]] and [[Diddy Kong]] fighting King K. Rool in ''Donkey Kong Country''.]]
This move is based on King K. Rool's main attack from the final boss fight against him in ''{{s|mariowiki|Donkey Kong Country}}''. In the fight, K. Rool would throw his crown to attack the Kongs, usually to conclude a cycle of other attacks, especially later in the fight. True to K. Rool's bumbling nature, this attack also provided the only opening for the Kongs to damage him, as he was completely invincible at all other times.
Crownerang is based on King K. Rool's main attack from the final boss fight against him in ''{{s|mariowiki|Donkey Kong Country}}''. In the fight, K. Rool would throw his crown to attack the Kongs, usually to conclude a cycle of other attacks, especially later in the fight. True to K. Rool's bumbling nature, this attack also provides the only opening for the Kongs to damage him, as he is completely invincible at all other times.
{{clrl}}
{{clrl}}


==Gallery==
==Gallery==
<gallery>
<gallery>
King K Rool SSBU Skill Preview Side Special.png|Crownerang as shown by a Skill Preview in ''Ultimate''.
King K Rool SSBU Skill Preview Side Special.png|Crownerang as shown by the Move List in ''Ultimate''.
</gallery>
</gallery>
==Names in other languages==
{{Langtable
|ja={{ja|クラウンスロー|Kuraun Surō}}, ''Crown Throw''
|en=Crownerang
|fr=Boomerang royal
|es=Corona bumerán
|de=Kronerang
|it=Coronerang
|nl=Slingerkroon
|ru={{rollover|Корона-бумеранг|Korona-Bumerang|?}}
|ko={{rollover|크라운 스로|Keuraun Seuro|?}}, ''Crown Throw''
|zh_cn={{rollover|投掷头冠|Tóuzhí Tóu Guān|?}}
|zh_tw={{rollover|投擲頭冠|Tóuzhí Tóu Guān|?}}
}}


==References==
==References==
Line 134: Line 165:
[[Category:King K. Rool]]
[[Category:King K. Rool]]
[[Category:King K. Rool (SSBU)]]
[[Category:King K. Rool (SSBU)]]
[[es:Corona bumerán]]

Latest revision as of 23:48, November 12, 2023

Crownerang
King K Rool Side B SSBU.gif
King K. Rool using Crownerang in Ultimate.
User King K. Rool
Universe Donkey Kong

Crownerang (クラウンスロー, Crown Throw) is King K. Rool's side special move.

Overview[edit]

K. Rool takes his crown off his head and tosses it forward as a projectile. True to its name, the crown acts like a boomerang. While the crown is in play, King K. Rool will not be able to use the move again until he retrieves it.

During the throw, K. Rool is granted damage-based armor to moves dealing less than 12% on frames 6-63, which is distinct from his character-specific Belly Super Armor and is not be confused with it. This armor is cumulative, with the following equation determining if the armor is broken if multiple hits are involved: (Base Damage of prior hits) * 1.2 + (Base Damage of the last hit) > 12%. This means that attacks like Explosive Flame, despite not having the damage to break the limit with individual hits, can still break the armor if all of them connect, as they deal 14.5% in the eyes of the equation. However, due to floating point errors, attacks like Arm Rotor can still break the armor unexpectedly.

When active, the crown acts as a kind of entity spawning hitboxes rather than a simple projectile. Nothing will stop the crown's trajectory outside of reflection; thus, the first hit is negated at worst when colliding with a projectile. This gives it the illusion of having high priority, though the damage it deals still means that a strong projectile is required to actually negate a hit. Thus, due to its "entity" status, even when a hitbox is negated, the crown will still spawn the remaining hitboxes regardless of what happened prior. Naturally, moves with transcendent priority ignore it, such as Wolf's Blaster. This nature makes Crownerang serve many purposes, such as stage control, setting up traps, juggling, and punishing camping. Each of these purposes are pivotal to K. Rool's success, ensuring that he can prevent evasive movement, particularly circle camping. Once Crownerang is out, high-level players typically think of it as an "option select" situation: a player will normally have a multitude of opportunities presented by Crownerang's interactions with King K. Rool. He has a surfeit of advanced techniques, the returning crown starts numerous combos, and the trajectory can be used to "box" players in alongside K. Rool's attacks. These all involve a plethora of strong options that can be adapted to on the fly, based on how the opposing player reacts to Crownerang's startup initially.

Crownerang requires good precision to not be punishable. If used from close range, the 26 frame startup — while there's the aforementioned armor from Frame 8 all the way to Frame 63 — makes it very punishable. Players that are close enough can simply jump over or shield the crown and punish misuse, often taking K. Rool out of the projectile's catch range and causing it to become an item. It's not difficult to jump over, grab him, and abuse throw invincibility to force the crown back onto his head either, neutralizing the threat completely. As a result, a King K. Rool player should always be using the move from mid- to long-range depending on the matchup to ensure they aren't punished. Neutral attack is a good way to punish jump-in attempts, keeping them in place to allow the returning crown to hit and perform a combo.

The returning hit from Crownerang allows for "pincer" attacks alongside K. Rool himself. By the time it starts returning, K. Rool is actionable, meaning that any stray hit is pure frame advantage. Forward throw, forward aerial, Blunderbuss Kannonballs, and more can also combo into the returning hit for high damage combos. Additionally, neutral attack can notably "lock" the opponent in place, allowing for the crown to return, connect, and finally allow for an up aerial kill confirm or other combos. When used on the ledge alongside the damage-based armor, the returning hit is also notorious for allowing a free meteor smash with back aerial. All things considered, Crownerang is a staple in King K. Rool's setup game.

As an item[edit]

If K. Rool doesn't retrieve the crown and it hits the floor, it can be picked up as an item if K. Rool fails to pick it up quickly. As a result, it can also be pocketed, pulled in by Gravitational Pull, or abused by other item-related moves. Should this happen, K. Rool will be unable to use the attack again until he regains his crown, or in the case of it being pocketed, the opponent losing the stock or pulling out the crown. If K. Rool touches the crown in general, he will perform a short, 17 frame uninterruptible animation of him placing it back on his head (unless he is performing another uninterruptible animation, such as another attack, reeling, jumpsquat, shielding; this is referred to as a crown cancel). However, there are roughly 30 frames prior to this that K. Rool can pick it up with no lag. Due to these prior factors, K. Rool is unable to pick up his own crown like a normal throwing item, as any contact will result in the crown being put back on his head; he can pick up a crown from another K. Rool as a throwing item, however. If the crown is thrown by another player, it will act as a normal item, constantly respawning whenever it crosses a blast zone or disappears over time, although it is usually close to K. Rool, often in a way he won't need to put in much effort to find it.

When an opposing player picks up the crown, it's a less-than-ideal—albeit very preventable—situation for the K. Rool player. The crown deals around 9% to King K. Rool and has the same knockback statistics as the special move. However, it does not have the same priority as being thrown by K. Rool anymore, instead being cancelled out by even Blunderbuss's Kannonballs. Because item throws are generally quite quick and difficult to react to and the crown itself is so strong, it can lead to the opposing player getting strong combos against him. However, there is a myriad of counterplay options available to the K. Rool player that can make retrieving it workable. His neutral aerial is the most enticing with a short hop fast fall, acting as non-committal armor that can force a crown cancel. While more committal, dash attack can also function in the same way. Shielding or jumping are also serviceable options for playing around the throws.

Instructional quote[edit]

Super Smash Bros. Ultimate Move List KingKRoolHeadSSBU.png Throws his crown like it's a boomerang. Can't be thrown again until it is picked up.

Techniques[edit]

King K. Rool jumping into a returning Crown, enabling him to perform Crown Pickup Crown Landing.

King K. Rool's Crownerang, while simple in execution, holds numerous advanced techniques. These tend to make use of the Crown Pickup animation from execution (with a FAF of 18, which at 0% from a Returning Crown Hit results in +8 hit advantage), which is not to be confused with the animation from the item pickup (with a FAF of 28). These techniques all have unique uses and execution, although they vary in viability. Crownerang's advanced techniques are a mainstay in King K. Rool's metagame for their strong reward if executed in the right situation, such as KO confirms, combos and massive shifts in game state. However, if executed poorly, they often have severe consequences due to the lag on Crownerang and the animations being abused.

Players looking to make use of K. Rool's technical side tend to lean towards Crown Sliding and Crown Bouncing for their utility in neutral. Many of these techniques abuse the fact that picking up the Crown, regardless of animation type, is considered a special move by the game. As such, techniques such as Crown bouncing can be considered forced b-reverses and wavebounces, though they have unique caveats that make them distinct, such as the ability to be reversed twice.

Crown canceling[edit]

King K. Rool executing a jumpsquat Crown cancel — sometimes called Crown squatting — to perform a neutral aerial. The cancel occurred during the 2nd frame of jumpsquat.

If an "uninterruptible animation" such as an attack is active while K. Rool collides with Crownerang, his head will flash green as the crown appears on his head. If done frame perfectly, there is no flash. This completely skips the crown pickup animations, leaving K. Rool less open for punishment. Given the broad execution requirement, it is a very common occurrence during play.

Most K. Rool players will attempt to attack or use shield when Crownerang is returning towards them, thus enabling the Crown cancel. The most notable application is when using neutral attack, as this will initiate a Crown cancel while locking the opponent in place for the returning hit. Crown canceling allows Crownerang's return to be mostly non-committal in a vacuum, though the commitment on K. Rool's moves makes this point questionable. However, having a hitbox or form of protection in use enables far more follow-up potential, as K. Rool is avoiding the 17 frames of lag on Crown Catch, or 27 frames of lag from picking it up as an item. If at a disadvantage, such as being juggled, K. Rool players will often land with neutral aerial after using Crownerang thanks to its low landing lag, often initiating a Crown cancel.

King K. Rool can use jumpsquat to crown cancel, which is often called Crown squatting. While precise in execution, this allows K. Rool to avoid the pickup lag and ensures he isn't taking unnecessary measures to prevent it. Thus, this can aid significantly in his neutral game and advantage states. The precise nature often leaves him at a horrible disadvantage should it fail, though. Using jumpsquat to Crown cancel can allow K. Rool to chain Crownerang multiple times, often creating some strong horizontal pressure; however, this is extremely committal and is often only used in the event K. Rool cannot break an opponent's neutral.

The main drawback to crown canceling is that most of K. Rool's moves have worse frame data than the crown catch animation. Ergo, in cases where K. Rool is collecting the crown with an attack unnecessarily, he is usually in a worse position than if he simply picked it up. Thus, in many situations, using the tech that comes with the crown catch animation is arguably more optimal than committing to attacks to initial crown cancels. However, there are exceptions, such as jumpsquat, releasing shield in a vacuum, and the endlag of Blunderbuss, all of which have strong uses with crown canceling. Plus, having a hitbox out through an attack is situationally more beneficial, protecting K. Rool whilst collecting the crown; this can be most notably seen with long-lasting hitboxes like neutral aerial. In these situations, the lag is comparable to that of the crown catch.

List of actions that can initiate a Crown cancel[edit]

Hard and soft landing lag do not initiate a Crown Cancel, although a move's landing lag will.

Crown sliding[edit]

King K. Rool executing a Regular Crown Slide to perform a Down Smash with the returning crown. This is a frame trap.

If a player executes an initial dash (including foxtrot or dash dance) or a run turnaround into Crownerang while the move is active, King K. Rool will "slide" while picking it up. Crown sliding has seen significant use in competitive play. Onua was a particularly prolific user in high-level play prior to dropping the character. The technique has multiple variants that can be executed based on the inputs used by the K. Rool player. The technique was originally discovered by ChaosBlasta early into Ultimate's lifespan.

The main benefits to Crown sliding mainly include its ability to enable combos through the jostling mechanics during hitstun, allowing Smash 4-style interactions. These allow K. Rool to score easy grabs and down tilts in particular, giving him access to the majority of his combo game. Another large benefit is collecting the crown without losing much momentum, meaning he doesn't need to move away from his game plan to continue using it later, which is useful resource management. Crown sliding is affected by modifications to K. Rool's traction, such as on ice stages like Summit and the respective transformation of Pokémon Stadium 2. In these situations, Crown sliding will make K. Rool travel a significant distance, being able to even attack during the later portion of the slide itself.

Crown sliding has various issues, however. The lag of the crown catch animation means that during the slide, K. Rool is completely vulnerable. While 17 frames of lag is less than a majority of K. Rool's moveset and the generic options Ultimate provides, being almost always forced to go forward means that K. Rool is often catapulting himself into attacks if it's executed rashly. Thus, Crown sliding isn't a staple form of movement and should not be seen as a replacement for such.

Regular Crown Slide[edit]

The regular Crown Slide is executed through executing a run turnaround when close to the crown. This will have K. Rool go a long distance with his back turned. This makes it useful for getting around the stage while collecting the crown, thanks to its ease of execution. Regular Crown sliding is usually used for enabling combos from Crownerang, such as Crown Slide into grab at 0% (thereby allowing for forward throw to dash attack) or an early up tilt at low to mid percentages. Outside of this, however, it is mostly frame traps until around 40%, in which a forward aerial is viable; this is particularly good after using Crownerang from the ledge, as forward aerial in this situation will lead to a reversal, though simply jumping over the crown and using back aerial instead is better if it can lead to a KO.

Regular crown sliding, due to having K. Rool's back turned during use, tends to leave him vulnerable if it's being used without a set purpose. With his options limited by being turned around—effectively losing access to his Belly Super Armor—he lacks much defense when punished with combos or even general interception. Thus, regular Crown sliding is usually reserved to enabling combos or movement setups in simplified game states.

Forward Crown Slide[edit]

By using the C-Stick in the opposite direction within 2 frames of the control stick input, it's possible for K. Rool to go a boosted distance while also facing forward. However, by buffering the action during a turnaround animation, the technique becomes far easier, allowing for practical usage; this method was popularised by Smithers.

This functions as a niche approach option akin to a wavedash, though reckless use often leads to a punish. While it has little to no combo utility, its use as an extra boost in movement is more than enough, assisting in pursuing opponents, being less predictable when collecting the Crown, and more. Since the FAF of a Crown Catch is just 18, it is possible to attack while sliding or cancel momentum with some attacks, giving K. Rool some approaches akin to pivot cancels.

Reverse Crown Slide[edit]

It is possible to reverse a crown slide through inputting the opposite direction right after doing the normal input. In this scenario, K. Rool will do a quick double-pivot, known as a Reverse Crown Slide. This is made far easier with the C-Stick, although it is not required, and using it can occasionally lead to an accidental Forward Crown Slide. If inputted correctly, King K. Rool will slide back roughly the length of his model backwards. The slide's spacing has shown itself to be useful for microspacing, mindgames, and reads, with Chad being a common user. Because K. Rool remains facing forward, this tech has more utility in advantageous game states.

Reverse Crown Sliding enables K. Rool's neutral attack as a true combo at 0% for 33.6% in 1v1, while also generating a tech situation. This is more consistent than a regular Crown slide, while keeping the combo moving forward, allowing for more utility in advantage state. Grabs, forward tilt, and forward smash are also possible, but they are generally considered to be suboptimal due to various inconsistencies.

While safer than a regular Crown slide, reverse Crown slide has some issues. It is possible to execute the forward Crown slide if the c-stick and control stick are pressed together, which has K. Rool catapult forward. As such, it's possible to get the opposite of the desired result. If done too late, the double-pivot effect will also worsen in momentum, thereby making the spacing go from minimal to none at all.

Initial Dash Crown Slide[edit]

If an initial dash crown cancel is executed too early or too late, K. Rool will execute a slight crown slide instead. This has niche use with neutral attack as an approach, or a mixup with grab, but it generally doesn't excel due to how short the slide is. This crown slide is also the only way for K. Rool to go completely backwards; through initial dashing the other way (which also moves the catch searchbox).

Crown bouncing[edit]

King K. Rool executing a regular crown bounce.

Crown Bouncing is an advanced technique exclusive to King K. Rool's Crownerang attack. It was discovered by DkDavy[2][3]. While difficult to set up, it's considered to be a powerful movement option for King K. Rool's neutral game. It occurs due to the Crown Catch and Crown Pickup animations being considered special moves, acting as a forced B button input for the player in practice. As such, Crown bouncing and its variants are essentially b-reverses and wavebounces.

Regular Crown Bounce[edit]

A regular Crown bounce is essentially a forced b-reverse of the Crown Pickup animations. By directing the control stick in the opposite direction just as K. Rool grabs his crown in the air, he will fly in the opposite direction as if he executed a b-reverse. However, he will go further than if he b-reversed Crownerang itself, as picking up the crown influences his aerial drift. This is best used with platforms for movement, as K. Rool will experience no landing lag or even no impact landing (NIL). This is because picking up the crown reduces K. Rool's air speed to the point he doesn't even meet the conditions for soft landing; this technique is known as Crown landing. As such, by buffering actions out of this as K. Rool hits a platform, he will execute them immediately.

Crown Bouncing is also used during recovery in circumstances where it is possible, as it adds another bit of horizontal distance that can be crucial if K. Rool is launched far off-stage. This is because while there is lag, in edgeguard situations, it is far more difficult to intercept than on land. This also allows for buffer options to be performed through the pickup animation, enabling up aerial recovery without hitstun stopping K. Rool from rising. While opportunities are few and far between, crown bouncing is an important aspect of recovery when it's possible.

Reverse Crown Bounce[edit]

In a similar manner to Crown sliding, it's possible to execute a reverse crown bounce through utilizing the C-Stick, or a very quick directional input in the opposite direction. This serves as a mixup to reduce the distance a normal Crown Bounce would send a player, as well as ensure K. Rool is facing his opponent. Like the regular crown bounce, this is primarily used for platform movement, but can also be used to space aerials off-stage, most notably back aerial.

Crown landing[edit]

King K. Rool executing the "Crown Pickup" variant of Crown Landing to use Crownerang again. Notice how he snapped into his idle animation.

Crown Landing is an advanced technique in Super Smash Bros. Ultimate discovered by Plague von Karma, that allows King K. Rool to significantly reduce—or if performed frame-perfectly, completely erase—his landing lag. This is executed in two ways, referred to as the "No Crown" and "Crown Pickup" variants by the playerbase. Crown landing occurs due King K. Rool's air speed being slowed when picking up the crown or entering the "No Crown" animation. As a result, he does not meet the requirements for soft landing lag, snapping to the idle animation instead.

Crown Catch Crown Landing[edit]

To execute the "Crown Pickup" variant, the player must collect K. Rool's crown 35 frames before landing for picking it up as an item, but the Crown Catch animation is far more forgiving, cancelling lag as soon as 18 frames. This will almost always leave the player with either little or even no landing lag, being much more generous—albeit situational—than the "No Crown" variant. The biggest benefit of this is that it gives K. Rool his crown back immediately, allowing him to use Crownerang immediately, enabling a lot of horizontal pressure. In particular, this enables a lot of pressure around Battlefield's platforms, as they provide a very safe way of executing this tech. Crown bouncing and Crown jumping are often used alongside this variant to streamline platform movement. It is possible to Crown land out of short hop, should K. Rool catch the crown as a projectile.

Crownless / "No Crown" Crown Landing[edit]

To execute the "No Crown" variant, the player must input King K. Rool's side special move Crownerang while the crown is not on K. Rool's head between 35 and 45 frames before landing. This will have K. Rool land a few frames before the "No Crown" animation ends (which lasts 36 frames), converting into his landing lag in an unnatural way. If done perfectly, this will leave K. Rool with either only one single frame of landing lag (rather than six from the hard landing), or snap him into his idle animation. Thus, it is possible to land and then immediately perform another action. However, the lag that occurs here often makes this punishable. Players often wavebounce when executing the tech to reduce the chance of this occurring, though it's unnecessary.

Giant Crown Glitch[edit]

When K. Rool throws his crown, and the crown touches solid ground while he is in an egg from Yoshi's Egg Lay, the crown will become almost as large as Yoshi himself.[4] The crown will retain its massive size even if an opponent holds and throws it as an item, and it will only revert back to normal size if the K. Rool picks up his own crown. The glitch is functionally similar to previous Egg Lay-related glitches, such as the one which increases the size of Jigglypuff under the effects of the regenerating terrain glitch, and a glitch in Smash 4's Multi-Man Smash that caused giant opponents to turn gargantuan if caught by Egg Lay.

This glitch was fixed in 3.0.0.

Origin[edit]

Donkey Kong and Diddy Kong fighting King K. Rool in Donkey Kong Country.

Crownerang is based on King K. Rool's main attack from the final boss fight against him in Donkey Kong Country. In the fight, K. Rool would throw his crown to attack the Kongs, usually to conclude a cycle of other attacks, especially later in the fight. True to K. Rool's bumbling nature, this attack also provides the only opening for the Kongs to damage him, as he is completely invincible at all other times.

Gallery[edit]

Names in other languages[edit]

Language Name
Japan Japanese クラウンスロー, Crown Throw
UK English Crownerang
France French Boomerang royal
Germany German Kronerang
Spain Spanish Corona bumerán
Italy Italian Coronerang
China Chinese (Simplified) 投掷头冠
Taiwan Chinese (Traditional) 投擲頭冠
South Korea Korean 크라운 스로, Crown Throw
Netherlands Dutch Slingerkroon
Russia Russian Корона-бумеранг

References[edit]