King K. Rool (SSBU)/Floor attack (trip): Difference between revisions
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{{MvSubNavKingKRool|g=SSBU}} | {{MvSubNavKingKRool|g=SSBU}} | ||
[[Category:King K. Rool (SSBU)]] | [[Category:King K. Rool (SSBU)]] | ||
[[Category: | [[Category:Floor attacks (SSBU)]] |
Revision as of 15:08, August 10, 2021
Overview
King K. Rool gets up with a slightly disgruntled look before letting out two claw swipes. With only 7 frames of intangibility - like many trip attacks - these claw swipes are not actually disjoints like normal floor attacks. As such, this attack's short range (especially vertically), large hurtbox extensions, high startup lag and lack of protection make this move virtually useless outside of catching someone that's weak at punishing tripping. Overall, it is usually better for the K. Rool player to roll or neutral getup from a trip.
Hitboxes
Timing
Intangibility | 1-7 |
---|---|
Hit 1 | 19-20 |
Hit 2 | 30-31 |
Interruptible | 49 |
Animation length | 64 |
Lag time |
Hitbox |
Vulnerable |
Intangible |
Interruptible |
|