King K. Rool (SSBU)/Down tilt: Difference between revisions

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[[File:KingKRoolDTiltSSBU.gif|thumb|330px|Hitbox visualization showing King K. Rool's down tilt.]]
[[File:KingKRoolDTiltSSBU.gif|thumb|330px|Hitbox visualization showing King K. Rool's down tilt.]]
==Overview==
==Overview==
King K. Rool's down tilt is among his largest commitments in his kit, being a frame 13 tilt. Down tilt has 4 unique hitboxes, all with different purposes, including a [[bury]]. Generally, the reward for hitting a down tilt bury is usually a KO due to the options that it opens up for the K. Rool player, with little chance for the opponent to fight back.  
King K. Rool's down tilt is among his largest commitments in his kit, being a frame 13 tilt. Down tilt has 4 unique hitboxes, all with different purposes, including a [[bury]]. Generally, the reward for hitting a down tilt bury is usually a KO due to the options that it opens up for the K. Rool player, with little chance for the [[buried]] opponent to fight back.  


The first is an aerial-only stomp hitbox on frame 13. This hitbox is extremely strong, often ending stocks as low as 90% at the edge. This can occasionally connect out of [[King K. Rool (SSBU)/Down throw|down throw]] when trying to do bury storage with the bury hitbox as the opponent mashes out, creating a trap. The stomp hitbox also goes down and transitions into another hitbox especially for hitting the ledge and 2-framing opponents, which is almost as powerful as the first.  
Down tilt features a bury hitbox once the foot comes down for grounded opponents, that has a minor disjoint as well. Being a generic bury, down tilt's bury is affected by [[rage]] and [[stock]] differences<ref>https://docs.google.com/spreadsheets/d/13xNgYfbRISGsIVrdnE45jUwqNIYvlvqDwuF3jghJEEs/edit#gid=956452666</ref>, as well as [[Buried#Bury_Tech_Situation_Storage|Bury Tech Situation Storage]]. This can all be exploited by King K. Rool to a potentially frightening extent, allowing for down tilt to be a quick stock taker should the player be losing. Overall, it's very easy for K. Rool to score a comeback KO in stylish fashion when considering these 3 factors.


There is also a bury hitbox once the foot comes down for grounded opponents, that has a minor disjoint as well. Being a generic bury, down tilt's bury is affected by [[rage]] and [[stock]] differences<ref>https://docs.google.com/spreadsheets/d/13xNgYfbRISGsIVrdnE45jUwqNIYvlvqDwuF3jghJEEs/edit#gid=956452666</ref>, as well as Bury Tech Situation Storage<ref>https://twitter.com/PlagueVonKarma/status/1224697652392157185</ref>. This can all be exploited by King K. Rool to a potentially frightening extent, allowing for down tilt to be a quick stock taker should the player be losing.  
The first hitbox is an aerial-only stomp hitbox on frame 13. This hitbox is extremely strong, often ending stocks as low as 90% at the edge. This can occasionally connect out of [[King K. Rool (SSBU)/Down throw|down throw]] when trying to do bury storage with the bury hitbox as the opponent mashes out, creating a trap. The stomp hitbox also goes down and transitions into another hitbox especially for hitting the ledge and 2-framing opponents, which is almost as powerful as the first.  


This bury is quite strong, allowing for combos even at lower percentages, such as through knockback storage with [[King K. Rool (SSBU)/Neutral attack|neutral attack]] into instant [[King K. Rool (SSBU)/Dash attack|dash attack]] or a grab, or [[lock]] confirms against stick mashers through Bury Tech Situation Storage. This is an extremely big benefit, providing basic high damage combos with a wide range of routes to take.  
Down tilt's bury is quite strong, allowing for combos even at lower percentages, such as through knockback storage with [[King K. Rool (SSBU)/Neutral attack|neutral attack]] into instant [[King K. Rool (SSBU)/Dash attack|dash attack]] or a grab, or even [[lock]] confirms against stick mashers through Bury Tech Situation Storage. This is a big benefit to the move's success, providing basic high damage combos with a wide range of other, more complex routes to take. There's also the possibility of [[KO]] setups using neutral attack storage at the ledge, causing a [[pratfall]] and subsequent - near-unreactable - down aerial or back aerial [[meteor smash]] for the stock.


This is also one of the most reliable [[down aerial]] [[meteor smash]] storage confirms at 40-50%, due to the strength of the bury providing enough advantage for it. This gives opportunities for [[King K. Rool (SSBU)/Forward smash|forward smash]], or even a second down aerial for [[King K. Rool (SSBU)/Up smash|up smash]], although this can be [[tech]]ed. Forward smash is also a strong general confirm even without this for its kill power. Forward smash out of down tilt alone can KO as low as 75%.  
Down tilt's bury is one of the most reliable [[down aerial]] [[meteor smash]] knockback storage enablers at 40-50%, due to the strength of the bury providing enough hit advantage for it to work with high levels of consistency. This gives opportunities for [[King K. Rool (SSBU)/Forward smash|forward smash]], or even a second down aerial for [[King K. Rool (SSBU)/Up smash|up smash]], though this can be [[tech]]ed. Forward smash is also a strong general confirm even without this for its kill power. Forward smash out of down tilt alone can KO as low as 75%.  


Should the bury hitbox not connect, there is also an earthquake that goes out, known colloquially as "quake" by the K. Rool playerbase. This doesn't have any reliable hit advantage at lower percentages (+8 on hit at 0, tested on Mario, which isn't enough for followups at all even as it accumulates<ref>https://docs.google.com/spreadsheets/d/1B9B2xJuxK2Mat4BbUBbU07wKj0RV6pL44aPCfDEofhw/edit?usp=sharing</ref>), but is very good for resetting neutral. It also has very favorable situations for followups, exploiting reaction time and poor panic options.
Should the bury hitbox not connect, there is also an earthquake that goes out, known colloquially as "quake" by the K. Rool playerbase. This doesn't have any reliable hit advantage at lower percentages (+8 on hit at 0, tested on Mario, which isn't enough for followups at all even as it accumulates<ref>https://docs.google.com/spreadsheets/d/1B9B2xJuxK2Mat4BbUBbU07wKj0RV6pL44aPCfDEofhw/edit?usp=sharing</ref>), but is very good for resetting neutral. It also has very favorable situations for followups, exploiting reaction time and poor panic options.