King K. Rool (SSBU)/Dash attack: Difference between revisions

Updated for 8.0.0.
(→‎Timing: no need for a range of interruptibility)
(Updated for 8.0.0.)
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The move KOs Mario at 114.6% at the edge of Final Destination with optimal DI (up and in, a trait common with 45 and 50 angle moves), making it a very good move to use out of [[King K. Rool (SSBU)/Down throw|down throw]] through Instant Dash Attack, as it kills larger characters earlier than forward tilt. This is considered the optimal way to use down throw "true" confirms. Due to how fast dash attack is on startup, it can also be used as a bread and butter combo against worse [[mash]]ers, or at around 75% in general to catch popout. This is among K. Rool's highest damage throw "combos".
The move KOs Mario at 114.6% at the edge of Final Destination with optimal DI (up and in, a trait common with 45 and 50 angle moves), making it a very good move to use out of [[King K. Rool (SSBU)/Down throw|down throw]] through Instant Dash Attack, as it kills larger characters earlier than forward tilt. This is considered the optimal way to use down throw "true" confirms. Due to how fast dash attack is on startup, it can also be used as a bread and butter combo against worse [[mash]]ers, or at around 75% in general to catch popout. This is among K. Rool's highest damage throw "combos".


Dash attack, while extremely useful, has many severe drawbacks. It is a very risky [[approach]] due to the FAF of 61. To make matters worse, the active frames for the armor come back to bite him when it has low HP, with it potentially breaking if abused too much. It can also instantly break against moves like {{SSBU|Samus}}' [[Charge Shot]]. It also deals much less damage later into the attack, which can be unsafe on hit at lower [[percentage]]s.
Dash attack, while extremely useful, has many severe drawbacks. It is a very risky [[approach]] due to the FAF of 61. To make matters worse, the active frames for the armor come back to bite him when it has low HP, with it potentially breaking if abused too much. It also deals much less damage later into the attack, which can be unsafe on hit at lower [[percentage]]s.
 
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|Dash attack's knockback growth was increased on both the early (57 → 61) and late hits (48 → 55).}}
*{{buff|The early hit has a higher hitbox duration, with the late hit being moved forward accordingly (7-11 → 7-14 early, 12-25 → 15-25 late)}}


==Hitboxes==
==Hitboxes==
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|angle=45
|angle=45
|bk=80
|bk=80
|ks=57
|ks=61
|fkv=0
|fkv=0
|r=7.0
|r=7.0
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|angle=45
|angle=45
|bk=80
|bk=80
|ks=48
|ks=57
|fkv=0
|fkv=0
|r=5.2
|r=5.2
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|-
|-
!Clean Hit
!Clean Hit
|7-11
|7-14
|-
|-
!Late Hit
!Late Hit
|12-25
|15-25
|-
|-
!Belly Super Armor Frames
!Belly Super Armor Frames
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|}
|}
{{FrameStripStart}}
{{FrameStripStart}}
|'''Hitboxes''' {{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=5|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=14|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=35}}{{FrameStrip|t=Interruptible|c=19}}
|'''Hitboxes''' {{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=8|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=11|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=35}}{{FrameStrip|t=Interruptible|c=19}}
|-
|-
|'''Belly Super Armor''' {{FrameStrip|t=Vulnerable|c=6}}{{FrameStrip|t=Armour|c=22}}{{FrameStrip|t=Vulnerable|c=51}}
|'''Belly Super Armor''' {{FrameStrip|t=Vulnerable|c=6}}{{FrameStrip|t=Armour|c=22}}{{FrameStrip|t=Vulnerable|c=51}}